Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
This commit is contained in:
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Generals/Code/GameEngine/Source/GameLogic/AI/AI.cpp
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1038
Generals/Code/GameEngine/Source/GameLogic/AI/AI.cpp
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Generals/Code/GameEngine/Source/GameLogic/AI/AIDock.cpp
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Generals/Code/GameEngine/Source/GameLogic/AI/AIDock.cpp
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/*
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** Command & Conquer Generals(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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////////////////////////////////////////////////////////////////////////////////
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// //
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// (c) 2001-2003 Electronic Arts Inc. //
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// //
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////////////////////////////////////////////////////////////////////////////////
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// AIDock.cpp
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// Implementation of docking behavior
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// Author: Michael S. Booth, February 2002
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#include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
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#include "Common/Module.h"
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#include "Common/Player.h"
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#include "GameLogic/Object.h"
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#include "GameLogic/AIDock.h"
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#include "GameLogic/Module/AIUpdate.h"
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#include "GameLogic/Module/SupplyTruckAIUpdate.h"
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#include "GameLogic/Module/UpdateModule.h"
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//----------------------------------------------------------------------------------------------------------
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/**
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* Create an AI state machine. Define all of the states the machine
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* can possibly be in, and set the initial (default) state.
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*/
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AIDockMachine::AIDockMachine( Object *obj ) : StateMachine( obj, "AIDockMachine" )
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{
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static const StateConditionInfo waitForClearanceConditions[] =
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{
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StateConditionInfo(ableToAdvance, AI_DOCK_ADVANCE_POSITION, NULL),
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StateConditionInfo(NULL, NULL, NULL) // keep last
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};
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// order matters: first state is the default state.
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defineState( AI_DOCK_APPROACH, newInstance(AIDockApproachState)( this ), AI_DOCK_WAIT_FOR_CLEARANCE, EXIT_MACHINE_WITH_FAILURE );
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defineState( AI_DOCK_WAIT_FOR_CLEARANCE, newInstance(AIDockWaitForClearanceState)( this ), AI_DOCK_MOVE_TO_ENTRY, EXIT_MACHINE_WITH_FAILURE, waitForClearanceConditions );
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defineState( AI_DOCK_ADVANCE_POSITION, newInstance(AIDockAdvancePositionState)( this ), AI_DOCK_WAIT_FOR_CLEARANCE, EXIT_MACHINE_WITH_FAILURE );
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defineState( AI_DOCK_MOVE_TO_ENTRY, newInstance(AIDockMoveToEntryState)( this ), AI_DOCK_MOVE_TO_DOCK, AI_DOCK_MOVE_TO_EXIT );
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defineState( AI_DOCK_MOVE_TO_DOCK, newInstance(AIDockMoveToDockState)( this ), AI_DOCK_PROCESS_DOCK, AI_DOCK_MOVE_TO_EXIT );
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defineState( AI_DOCK_PROCESS_DOCK, newInstance(AIDockProcessDockState)( this ), AI_DOCK_MOVE_TO_EXIT, AI_DOCK_MOVE_TO_EXIT );
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defineState( AI_DOCK_MOVE_TO_EXIT, newInstance(AIDockMoveToExitState)( this ), AI_DOCK_MOVE_TO_RALLY, EXIT_MACHINE_WITH_FAILURE );
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defineState( AI_DOCK_MOVE_TO_RALLY, newInstance(AIDockMoveToRallyState)( this ), EXIT_MACHINE_WITH_SUCCESS, EXIT_MACHINE_WITH_FAILURE );
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m_approachPosition = -1;
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}
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AIDockMachine::~AIDockMachine()
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{
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}
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//-----------------------------------------------------------------------------
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void AIDockMachine::halt()
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{
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Object *goalObject = getGoalObject();
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// sanity
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if( goalObject != NULL )
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{
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// get dock update interface
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DockUpdateInterface *dock = goalObject->getDockUpdateInterface();
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// We need to say goodbye, or we will leave our spot taken forever.
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if( dock != NULL )
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dock->cancelDock( getOwner() );
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}
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StateMachine::halt();
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}
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// ------------------------------------------------------------------------------------------------
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/** CRC */
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// ------------------------------------------------------------------------------------------------
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void AIDockMachine::crc( Xfer *xfer )
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{
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StateMachine::crc(xfer);
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} // end crc
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// ------------------------------------------------------------------------------------------------
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/** Xfer Method */
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// ------------------------------------------------------------------------------------------------
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void AIDockMachine::xfer( Xfer *xfer )
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{
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XferVersion cv = 1;
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XferVersion v = cv;
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xfer->xferVersion( &v, cv );
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StateMachine::xfer(xfer);
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xfer->xferInt(&m_approachPosition);
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} // end xfer
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// ------------------------------------------------------------------------------------------------
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/** Load post process */
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// ------------------------------------------------------------------------------------------------
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void AIDockMachine::loadPostProcess( void )
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{
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StateMachine::loadPostProcess();
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} // end loadPostProcess
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// State transition conditions ----------------------------------------------------------------------------
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//-------------------------------------------------------------------------------------------------
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/* static */ Bool AIDockMachine::ableToAdvance( State *thisState, void* userData )
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{
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Object *goalObject = thisState->getMachineGoalObject();
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AIDockMachine *myMachine = (AIDockMachine *)thisState->getMachine();
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if( goalObject == NULL )
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return FALSE;
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DockUpdateInterface *dock = goalObject->getDockUpdateInterface();
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// if we have nothing to dock with, fail
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if( dock == NULL )
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return FALSE;
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// if the dock says we can advance, then sidetrack to the scoot forward state
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if( dock->isClearToAdvance( thisState->getMachineOwner(), myMachine->m_approachPosition ) )
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return TRUE;
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// continue to wait
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return FALSE;
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}
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//----------------------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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/** Xfer Method */
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// ------------------------------------------------------------------------------------------------
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void AIDockApproachState::xfer( Xfer *xfer )
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{
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// version
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XferVersion currentVersion = 2;
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XferVersion version = currentVersion;
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xfer->xferVersion( &version, currentVersion );
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if (version>=2) {
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AIInternalMoveToState::xfer(xfer);
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}
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} // end xfer
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//----------------------------------------------------------------------------------------------
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/**
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* Approach our waiting spot next to the dock.
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*/
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StateReturnType AIDockApproachState::onEnter( void )
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{
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Object *goalObject = getMachineGoalObject();
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// sanity
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if( goalObject == NULL )
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return STATE_FAILURE;
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// get dock update interface
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DockUpdateInterface *dock = goalObject->getDockUpdateInterface();
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// if we have nothing to dock with, fail
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if (dock == NULL)
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return STATE_FAILURE;
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// fail if the dock is closed
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if( dock->isDockOpen() == FALSE )
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{
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dock->cancelDock( getMachineOwner() );
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return STATE_FAILURE;
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}
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// get a good place to wait from the dock
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Bool reserved = dock->reserveApproachPosition( getMachineOwner(), &m_goalPosition, &(( (AIDockMachine*)getMachine() )->m_approachPosition) );
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if( reserved == FALSE )
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{
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// dock is full
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return STATE_FAILURE;
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}
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AIUpdateInterface *ai = getMachineOwner()->getAIUpdateInterface();
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if (ai) {
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ai->ignoreObstacle( NULL );
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}
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// this behavior is an extention of basic MoveTo
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return AIInternalMoveToState::onEnter();
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}
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//----------------------------------------------------------------------------------------------
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StateReturnType AIDockApproachState::update( void )
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{
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Object *goalObject = getMachineGoalObject();
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// if we have nothing to dock with, fail
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if (goalObject == NULL)
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return STATE_FAILURE;
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// this behavior is an extention of basic MoveTo
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return AIInternalMoveToState::update();
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}
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//----------------------------------------------------------------------------------------------
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void AIDockApproachState::onExit( StateExitType status )
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{
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Object *goalObject = getMachineGoalObject();
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DockUpdateInterface *dock = NULL;
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if( goalObject )
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dock = goalObject->getDockUpdateInterface();
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// tell the dock we have approached
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if (dock)
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{
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// if we were interrupted, let the dock know we're not coming
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if (status == EXIT_RESET || dock->isDockOpen() == FALSE)
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dock->cancelDock( getMachineOwner() );
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else
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dock->onApproachReached( getMachineOwner() );
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}
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// this behavior is an extention of basic MoveTo
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AIInternalMoveToState::onExit( status );
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}
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//----------------------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------------------
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/**
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* We have approached, now wait at our queue position until the dock says we can enter.
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*/
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StateReturnType AIDockWaitForClearanceState::onEnter( void )
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{
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m_enterFrame = TheGameLogic->getFrame();
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return STATE_CONTINUE;
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}
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/**
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* We have approached, now wait at our queue position until the dock says we can enter.
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* @todo What if we are pushed off of our queue spot? We need to move back on... (MSB)
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*/
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StateReturnType AIDockWaitForClearanceState::update( void )
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{
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Object *goalObject = getMachineGoalObject();
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if( goalObject == NULL )
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return STATE_FAILURE;
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DockUpdateInterface *dock = goalObject->getDockUpdateInterface();
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// if we have nothing to dock with, fail
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if (dock == NULL)
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return STATE_FAILURE;
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// fail if the dock is closed
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if( dock->isDockOpen() == FALSE )
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{
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dock->cancelDock( getMachineOwner() );
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return STATE_FAILURE;
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}
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// if the dock says we can enter, our wait is over
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if (dock->isClearToEnter( getMachineOwner() ))
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return STATE_SUCCESS;
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if (m_enterFrame + 30*LOGICFRAMES_PER_SECOND < TheGameLogic->getFrame()) {
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return STATE_FAILURE;
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}
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// continue to wait
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return STATE_CONTINUE;
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}
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//----------------------------------------------------------------------------------------------
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void AIDockWaitForClearanceState::onExit( StateExitType status )
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{
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Object *goalObject = getMachineGoalObject();
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DockUpdateInterface *dock = NULL;
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if( goalObject )
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dock = goalObject->getDockUpdateInterface();
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// if we were interrupted, let the dock know we're not coming
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if (dock && (dock->isDockOpen() == FALSE || status == EXIT_RESET))
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dock->cancelDock( getMachineOwner() );
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}
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//----------------------------------------------------------------------------------------------
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void AIDockWaitForClearanceState::xfer(Xfer *xfer )
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{
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XferVersion cv = 2;
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XferVersion v = cv;
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xfer->xferVersion( &v, cv );
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if (v >= 2) {
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xfer->xferUnsignedInt(&m_enterFrame);
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} else {
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m_enterFrame = TheGameLogic->getFrame();
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}
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}
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//----------------------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------------------
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/**
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* Advance to our next waiting spot next to the dock.
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*/
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StateReturnType AIDockAdvancePositionState::onEnter( void )
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{
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Object *goalObject = getMachineGoalObject();
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// sanity
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if( goalObject == NULL )
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return STATE_FAILURE;
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// get dock update interface
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DockUpdateInterface *dock = goalObject->getDockUpdateInterface();
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// if we have nothing to dock with, fail
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if (dock == NULL)
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return STATE_FAILURE;
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// fail if the dock is closed
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if( dock->isDockOpen() == FALSE )
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{
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dock->cancelDock( getMachineOwner() );
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return STATE_FAILURE;
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}
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// get a good place to wait from the dock
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Bool reserved = dock->advanceApproachPosition( getMachineOwner(), &m_goalPosition, &(( (AIDockMachine*)getMachine() )->m_approachPosition) );
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if( reserved == FALSE )
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{
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// dock is full
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return STATE_FAILURE;
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}
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AIUpdateInterface *ai = getMachineOwner()->getAIUpdateInterface();
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if (ai) {
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ai->ignoreObstacle( NULL );
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}
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// this behavior is an extention of basic MoveTo
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return AIInternalMoveToState::onEnter();
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}
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//----------------------------------------------------------------------------------------------
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StateReturnType AIDockAdvancePositionState::update( void )
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{
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Object *goalObject = getMachineGoalObject();
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// if we have nothing to dock with, fail
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if (goalObject == NULL)
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return STATE_FAILURE;
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// this behavior is an extention of basic MoveTo
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return AIInternalMoveToState::update();
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}
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//----------------------------------------------------------------------------------------------
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void AIDockAdvancePositionState::onExit( StateExitType status )
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{
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Object *goalObject = getMachineGoalObject();
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DockUpdateInterface *dock = NULL;
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if( goalObject )
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dock = goalObject->getDockUpdateInterface();
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// tell the dock we have approached
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if (dock)
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{
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// if we were interrupted, let the dock know we're not coming
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if (status == EXIT_RESET || dock->isDockOpen() == FALSE)
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dock->cancelDock( getMachineOwner() );
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else
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dock->onApproachReached( getMachineOwner() );
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}
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// this behavior is an extention of basic MoveTo
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AIInternalMoveToState::onExit( status );
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}
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//----------------------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------------------
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/**
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* Move to the dock's entry position.
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*/
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StateReturnType AIDockMoveToEntryState::onEnter( void )
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{
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Object *goalObject = getMachineGoalObject();
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DockUpdateInterface *dock = NULL;
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if( goalObject )
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dock = goalObject->getDockUpdateInterface();
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// if we have nothing to dock with, fail
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if (dock == NULL)
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return STATE_FAILURE;
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// fail if the dock is closed
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if( dock->isDockOpen() == FALSE )
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{
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dock->cancelDock( getMachineOwner() );
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return STATE_FAILURE;
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}
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AIUpdateInterface *ai = getMachineOwner()->getAIUpdateInterface();
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if( ai && dock->isAllowPassthroughType() )
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{
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ai->ignoreObstacle( getMachineGoalObject() );
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}
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// get the enter position and set as our goal position
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dock->getEnterPosition( getMachineOwner(), &m_goalPosition );
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( (AIDockMachine*)getMachine() )->m_approachPosition = -1;
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// this behavior is an extention of basic MoveTo
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return AIInternalMoveToState::onEnter();
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}
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//----------------------------------------------------------------------------------------------
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StateReturnType AIDockMoveToEntryState::update( void )
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{
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// if we have nothing to dock with, fail
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if (getMachineGoalObject() == NULL)
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return STATE_FAILURE;
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// this behavior is an extention of basic MoveTo
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return AIInternalMoveToState::update();
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}
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//----------------------------------------------------------------------------------------------
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void AIDockMoveToEntryState::onExit( StateExitType status )
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{
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Object *goalObject = getMachineGoalObject();
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DockUpdateInterface *dock = NULL;
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if( goalObject )
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dock = goalObject->getDockUpdateInterface();
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if (dock)
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{
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if (dock->isDockOpen() == FALSE || status == EXIT_RESET)
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{
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// if we were interrupted, let the dock know we're not coming
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dock->cancelDock( getMachineOwner() );
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}
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else
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{
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// tell the dock we are at the entrance
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dock->onEnterReached( getMachineOwner() );
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}
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||||
}
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||||
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||||
// this behavior is an extention of basic MoveTo
|
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AIInternalMoveToState::onExit( status );
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}
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||||
|
||||
//----------------------------------------------------------------------------------------------
|
||||
//----------------------------------------------------------------------------------------------
|
||||
//----------------------------------------------------------------------------------------------
|
||||
|
||||
//----------------------------------------------------------------------------------------------
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||||
/**
|
||||
* Move to the dock's docking position.
|
||||
*/
|
||||
StateReturnType AIDockMoveToDockState::onEnter( void )
|
||||
{
|
||||
Object *goalObject = getMachineGoalObject();
|
||||
|
||||
DockUpdateInterface *dock = NULL;
|
||||
if( goalObject )
|
||||
dock = goalObject->getDockUpdateInterface();
|
||||
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||||
// if we have nothing to dock with, fail
|
||||
if (dock == NULL)
|
||||
return STATE_FAILURE;
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||||
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||||
// fail if the dock is closed
|
||||
if( dock->isDockOpen() == FALSE )
|
||||
{
|
||||
dock->cancelDock( getMachineOwner() );
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||||
return STATE_FAILURE;
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||||
}
|
||||
|
||||
// get the docking position
|
||||
dock->getDockPosition( getMachineOwner(), &m_goalPosition );
|
||||
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||||
AIUpdateInterface *ai = getMachineOwner()->getAIUpdateInterface();
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||||
if( ai && dock->isAllowPassthroughType() )
|
||||
{
|
||||
ai->ignoreObstacle( getMachineGoalObject() );
|
||||
setAdjustsDestination(false);
|
||||
}
|
||||
|
||||
// since we are moving inside the dock, disallow interruptions
|
||||
getMachine()->lock("AIDockMoveToDockState::onEnter");
|
||||
|
||||
// this behavior is an extention of basic MoveTo
|
||||
return AIInternalMoveToState::onEnter();
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------------------
|
||||
StateReturnType AIDockMoveToDockState::update( void )
|
||||
{
|
||||
Object *goalObject = getMachineGoalObject();
|
||||
|
||||
// if we have nothing to dock with, fail
|
||||
if (goalObject == NULL)
|
||||
return STATE_FAILURE;
|
||||
|
||||
DockUpdateInterface *dock = goalObject->getDockUpdateInterface();
|
||||
if( dock->isDockOpen() == FALSE )
|
||||
return STATE_FAILURE;
|
||||
|
||||
// this behavior is an extention of basic MoveTo
|
||||
return AIInternalMoveToState::update();
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------------------
|
||||
void AIDockMoveToDockState::onExit( StateExitType status )
|
||||
{
|
||||
Object *goalObject = getMachineGoalObject();
|
||||
|
||||
DockUpdateInterface *dock = NULL;
|
||||
if( goalObject )
|
||||
dock = goalObject->getDockUpdateInterface();
|
||||
|
||||
// tell the dock we are at the docking point
|
||||
if (dock)
|
||||
{
|
||||
|
||||
// if we were interrupted, let the dock know we're not coming
|
||||
if (status == EXIT_RESET || dock->isDockOpen() == FALSE )
|
||||
dock->cancelDock( getMachineOwner() );
|
||||
else
|
||||
dock->onDockReached( getMachineOwner() );
|
||||
|
||||
}
|
||||
|
||||
// unlock the machine
|
||||
getMachine()->unlock();
|
||||
|
||||
// this behavior is an extention of basic MoveTo
|
||||
AIInternalMoveToState::onExit( status );
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------------------
|
||||
//----------------------------------------------------------------------------------------------
|
||||
AIDockProcessDockState::AIDockProcessDockState( StateMachine *machine ) : State( machine, "AIDockProcessDockState" )
|
||||
{
|
||||
m_nextDockActionFrame = 0;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------------------
|
||||
//----------------------------------------------------------------------------------------------
|
||||
void AIDockProcessDockState::setNextDockActionFrame()
|
||||
{
|
||||
// If we have a SupplyTruck Interface, then we will ask for our specific delay time
|
||||
SupplyTruckAIInterface *supplyTruck = getMachineOwner()->getAI()->getSupplyTruckAIInterface();
|
||||
if( supplyTruck )
|
||||
{
|
||||
m_nextDockActionFrame = TheGameLogic->getFrame() + supplyTruck->getActionDelayForDock( getMachineGoalObject() );
|
||||
return;
|
||||
}
|
||||
|
||||
// The default is that it is simply okay to Action right away
|
||||
m_nextDockActionFrame = TheGameLogic->getFrame();
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------------------
|
||||
//----------------------------------------------------------------------------------------------
|
||||
StateReturnType AIDockProcessDockState::onEnter( void )
|
||||
{
|
||||
Object *goalObject = getMachineGoalObject();
|
||||
|
||||
DockUpdateInterface *dock = NULL;
|
||||
if( goalObject )
|
||||
dock = goalObject->getDockUpdateInterface();
|
||||
|
||||
// if we have nothing to dock with, fail
|
||||
if (dock == NULL)
|
||||
return STATE_FAILURE;
|
||||
|
||||
setNextDockActionFrame();
|
||||
|
||||
return STATE_CONTINUE;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------------------
|
||||
//----------------------------------------------------------------------------------------------
|
||||
/**
|
||||
* We are now docked. Invoke the dock's action() method until it returns false.
|
||||
*/
|
||||
StateReturnType AIDockProcessDockState::update( void )
|
||||
{
|
||||
Object *goalObject = getMachineGoalObject();
|
||||
|
||||
DockUpdateInterface *dock = NULL;
|
||||
if( goalObject )
|
||||
dock = goalObject->getDockUpdateInterface();
|
||||
|
||||
// if we have nothing to dock with, fail
|
||||
if (dock == NULL)
|
||||
return STATE_FAILURE;
|
||||
|
||||
// Some dockers can have a delay built in
|
||||
if( TheGameLogic->getFrame() < m_nextDockActionFrame )
|
||||
return STATE_CONTINUE;
|
||||
setNextDockActionFrame();
|
||||
|
||||
Object *drone = findMyDrone();
|
||||
|
||||
// invoke the dock's action until it tells us it is done or the dock becomes closed
|
||||
if( dock->isDockOpen() == false || dock->action( getMachineOwner(), drone ) == false )
|
||||
return STATE_SUCCESS;
|
||||
|
||||
return STATE_CONTINUE;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------------------
|
||||
struct DroneInfo
|
||||
{
|
||||
Object *owner;
|
||||
Object *drone;
|
||||
Bool found;
|
||||
};
|
||||
|
||||
void findDrone( Object *obj, void *droneInfo )
|
||||
{
|
||||
DroneInfo *dInfo = (DroneInfo*)droneInfo;
|
||||
|
||||
if( !dInfo->found && obj )
|
||||
{
|
||||
if( obj->isKindOf( KINDOF_DRONE ) && obj->getProducerID() == dInfo->owner->getID() )
|
||||
{
|
||||
dInfo->found = TRUE;
|
||||
dInfo->drone = obj;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------------------
|
||||
Object* AIDockProcessDockState::findMyDrone()
|
||||
{
|
||||
//First do the fast cached check.
|
||||
Object *drone = TheGameLogic->findObjectByID( m_droneID );
|
||||
if( drone )
|
||||
{
|
||||
return drone;
|
||||
}
|
||||
|
||||
//Nope... look for a drone (perhaps we just finished building one after docking?)
|
||||
Object *self = getMachineOwner();
|
||||
Player *player = self->getControllingPlayer();
|
||||
DroneInfo dInfo;
|
||||
dInfo.found = FALSE;
|
||||
dInfo.drone = NULL;
|
||||
dInfo.owner = self;
|
||||
|
||||
//Iterate the objects in search for a drone with a producer ID of me.
|
||||
if( player )
|
||||
{
|
||||
player->iterateObjects( findDrone, &dInfo );
|
||||
}
|
||||
|
||||
//If we found a drone, store it's ID as cached.
|
||||
if( dInfo.drone )
|
||||
{
|
||||
m_droneID = dInfo.drone->getID();
|
||||
}
|
||||
return dInfo.drone;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------------------
|
||||
void AIDockProcessDockState::onExit( StateExitType status )
|
||||
{
|
||||
// unlock the machine
|
||||
getMachine()->unlock();
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------------------
|
||||
//----------------------------------------------------------------------------------------------
|
||||
//----------------------------------------------------------------------------------------------
|
||||
|
||||
//----------------------------------------------------------------------------------------------
|
||||
/**
|
||||
* Move to the dock's exit position.
|
||||
*/
|
||||
StateReturnType AIDockMoveToExitState::onEnter( void )
|
||||
{
|
||||
Object *goalObject = getMachineGoalObject();
|
||||
|
||||
DockUpdateInterface *dock = NULL;
|
||||
if( goalObject )
|
||||
dock = goalObject->getDockUpdateInterface();
|
||||
|
||||
// if we have nothing to dock with, fail
|
||||
if (dock == NULL)
|
||||
return STATE_FAILURE;
|
||||
|
||||
// get the exit position
|
||||
dock->getExitPosition( getMachineOwner(), &m_goalPosition );
|
||||
|
||||
AIUpdateInterface *ai = getMachineOwner()->getAIUpdateInterface();
|
||||
if( ai && dock->isAllowPassthroughType() )
|
||||
{
|
||||
ai->ignoreObstacle( getMachineGoalObject() );
|
||||
setAdjustsDestination(false);
|
||||
}
|
||||
|
||||
// this behavior is an extention of basic MoveTo
|
||||
return AIInternalMoveToState::onEnter();
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------------------
|
||||
StateReturnType AIDockMoveToExitState::update( void )
|
||||
{
|
||||
// if we have nothing to dock with, fail
|
||||
if (getMachineGoalObject() == NULL)
|
||||
return STATE_FAILURE;
|
||||
|
||||
// this behavior is an extention of basic MoveTo
|
||||
return AIInternalMoveToState::update();
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------------------
|
||||
void AIDockMoveToExitState::onExit( StateExitType status )
|
||||
{
|
||||
Object *goalObject = getMachineGoalObject();
|
||||
|
||||
DockUpdateInterface *dock = NULL;
|
||||
if( goalObject )
|
||||
dock = goalObject->getDockUpdateInterface();
|
||||
|
||||
// tell the dock we have exited
|
||||
if (dock)
|
||||
dock->onExitReached( getMachineOwner() );
|
||||
|
||||
// unlock the machine
|
||||
getMachine()->unlock();
|
||||
|
||||
// this behavior is an extention of basic MoveTo
|
||||
AIInternalMoveToState::onExit( status );
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------------------
|
||||
//----------------------------------------------------------------------------------------------
|
||||
//----------------------------------------------------------------------------------------------
|
||||
|
||||
//----------------------------------------------------------------------------------------------
|
||||
/**
|
||||
* Move to the dock's rally position, if he wants me to.
|
||||
*/
|
||||
StateReturnType AIDockMoveToRallyState::onEnter( void )
|
||||
{
|
||||
Object *goalObject = getMachineGoalObject();
|
||||
|
||||
DockUpdateInterface *dock = NULL;
|
||||
if( goalObject )
|
||||
dock = goalObject->getDockUpdateInterface();
|
||||
|
||||
// if we have nothing to dock with, fail
|
||||
if (dock == NULL)
|
||||
return STATE_FAILURE;
|
||||
|
||||
// if they don't have anywhere to send us, then we are good
|
||||
if( ! dock->isRallyPointAfterDockType() //Chooses not to
|
||||
|| goalObject->getObjectExitInterface() == NULL //or can't
|
||||
|| goalObject->getObjectExitInterface()->getRallyPoint() == NULL //or can't right now.
|
||||
)
|
||||
{
|
||||
return STATE_SUCCESS; // Success in an Enter is like success in an update. We're all fine here
|
||||
}
|
||||
|
||||
// get the rally point and set as our goal position
|
||||
m_goalPosition = *goalObject->getObjectExitInterface()->getRallyPoint();
|
||||
|
||||
// this behavior is an extention of basic MoveTo
|
||||
return AIInternalMoveToState::onEnter();
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------------------
|
||||
StateReturnType AIDockMoveToRallyState::update( void )
|
||||
{
|
||||
// This state is fine with the loss of the goal object after the move starts
|
||||
|
||||
// this behavior is an extention of basic MoveTo
|
||||
return AIInternalMoveToState::update();
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------------------
|
||||
void AIDockMoveToRallyState::onExit( StateExitType status )
|
||||
{
|
||||
// This state is fine with the loss of the goal object after the move starts
|
||||
|
||||
// this behavior is an extention of basic MoveTo
|
||||
AIInternalMoveToState::onExit( status );
|
||||
}
|
||||
|
||||
|
3131
Generals/Code/GameEngine/Source/GameLogic/AI/AIGroup.cpp
Normal file
3131
Generals/Code/GameEngine/Source/GameLogic/AI/AIGroup.cpp
Normal file
File diff suppressed because it is too large
Load diff
833
Generals/Code/GameEngine/Source/GameLogic/AI/AIGuard.cpp
Normal file
833
Generals/Code/GameEngine/Source/GameLogic/AI/AIGuard.cpp
Normal file
|
@ -0,0 +1,833 @@
|
|||
/*
|
||||
** Command & Conquer Generals(tm)
|
||||
** Copyright 2025 Electronic Arts Inc.
|
||||
**
|
||||
** This program is free software: you can redistribute it and/or modify
|
||||
** it under the terms of the GNU General Public License as published by
|
||||
** the Free Software Foundation, either version 3 of the License, or
|
||||
** (at your option) any later version.
|
||||
**
|
||||
** This program is distributed in the hope that it will be useful,
|
||||
** but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
** GNU General Public License for more details.
|
||||
**
|
||||
** You should have received a copy of the GNU General Public License
|
||||
** along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// //
|
||||
// (c) 2001-2003 Electronic Arts Inc. //
|
||||
// //
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
// FILE: AIGuard.cpp
|
||||
/*---------------------------------------------------------------------------*/
|
||||
/* EA Pacific */
|
||||
/* Confidential Information */
|
||||
/* Copyright (C) 2001 - All Rights Reserved */
|
||||
/* DO NOT DISTRIBUTE */
|
||||
/*---------------------------------------------------------------------------*/
|
||||
/* Project: RTS3 */
|
||||
/* File name: AIGuard.cpp */
|
||||
/* Created: John K. McDonald, Jr., 3/29/2002 */
|
||||
/* Desc: // Set up guard states for AI */
|
||||
/* Revision History: */
|
||||
/* 3/29/2002 : Initial creation */
|
||||
/*---------------------------------------------------------------------------*/
|
||||
#include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
|
||||
|
||||
#include "Common/PerfTimer.h"
|
||||
#include "Common/Team.h"
|
||||
#include "Common/Xfer.h"
|
||||
#include "GameLogic/AI.h"
|
||||
#include "GameLogic/AIPathfind.h"
|
||||
#include "GameLogic/AIGuard.h"
|
||||
#include "GameLogic/Module/AIUpdate.h"
|
||||
#include "GameLogic/Module/BodyModule.h"
|
||||
#include "GameLogic/Module/CollideModule.h"
|
||||
#include "GameLogic/Object.h"
|
||||
#include "GameLogic/PartitionManager.h"
|
||||
#include "GameLogic/PolygonTrigger.h"
|
||||
|
||||
const Real CLOSE_ENOUGH = (25.0f);
|
||||
|
||||
#ifdef _INTERNAL
|
||||
// for occasional debugging...
|
||||
//#pragma optimize("", off)
|
||||
//#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
|
||||
#endif
|
||||
|
||||
static Bool hasAttackedMeAndICanReturnFire( State *thisState, void* /*userData*/ )
|
||||
{
|
||||
Object *obj = thisState->getMachineOwner();
|
||||
BodyModuleInterface *bmi = obj ? obj->getBodyModule() : NULL;
|
||||
|
||||
if (!(obj && bmi)) {
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if (bmi->getClearableLastAttacker() == INVALID_ID) {
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
// K. It appears we have a valid aggressor. Find it, and determine if we can attack it, etc.
|
||||
Object *target = TheGameLogic->findObjectByID(bmi->getClearableLastAttacker());
|
||||
bmi->clearLastAttacker();
|
||||
|
||||
// We use the clearable last attacker because we should continue attacking the guy. But if he
|
||||
// stops attacking us, then we want our timer to kick us off of him and make us go attack
|
||||
// other units instead.
|
||||
|
||||
|
||||
if (!target) {
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if (obj->getRelationship(target) != ENEMIES) {
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
// This is a quick test on the target. It will be duplicated in getAbleToAttackSpecificObject,
|
||||
// but the payoff is worth the duplication.
|
||||
if (target->isEffectivelyDead()) {
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
//@todo: Get this out of here. Move it into the declaration of calling this function, or figure
|
||||
// out some way to call it less often.
|
||||
|
||||
if (!obj->isAbleToAttack()) {
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
CanAttackResult result = obj->getAbleToAttackSpecificObject(ATTACK_NEW_TARGET, target, CMD_FROM_AI);
|
||||
if( result == ATTACKRESULT_POSSIBLE || result == ATTACKRESULT_POSSIBLE_AFTER_MOVING )
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
//-- ExitConditions -------------------------------------------------------------------------------
|
||||
/**
|
||||
* This returns true if the conditions specified have been met, false otherwise.
|
||||
*/
|
||||
Bool ExitConditions::shouldExit(const StateMachine* machine) const
|
||||
{
|
||||
if (!machine->getGoalObject())
|
||||
{
|
||||
if (m_conditionsToConsider & ATTACK_ExitIfNoUnitFound)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
if (m_conditionsToConsider & ATTACK_ExitIfExpiredDuration)
|
||||
{
|
||||
if (TheGameLogic->getFrame() >= m_attackGiveUpFrame)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
if (m_conditionsToConsider & ATTACK_ExitIfOutsideRadius)
|
||||
{
|
||||
Coord3D deltaAggressor;
|
||||
Coord3D objPos = *machine->getGoalObject()->getPosition();
|
||||
deltaAggressor.x = objPos.x - m_center.x;
|
||||
deltaAggressor.y = objPos.y - m_center.y;
|
||||
// deltaAggressor.z = objPos.z - m_center.z;
|
||||
deltaAggressor.z = 0; // BGC - when we search for a target we don't account for Z, so why should we here?
|
||||
// changing this fixed a crash where a GLARebelInfantry would be in GuardReturnState, find
|
||||
// a target that is within range, then not be able to attack because its actually out of range.
|
||||
// then it would look for a new target, get the same one, and proceed in an infinite recursive
|
||||
// loop that eventually blew the stack.
|
||||
|
||||
if (deltaAggressor.lengthSqr() > m_radiusSqr)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
//-- AIGuardMachine -------------------------------------------------------------------------------
|
||||
//--------------------------------------------------------------------------------------
|
||||
AIGuardMachine::AIGuardMachine( Object *owner ) :
|
||||
StateMachine(owner, "AIGuardMachine"),
|
||||
m_targetToGuard(INVALID_ID),
|
||||
m_areaToGuard(NULL),
|
||||
m_nemesisToAttack(INVALID_ID),
|
||||
m_guardMode(GUARDMODE_NORMAL)
|
||||
{
|
||||
m_positionToGuard.zero();
|
||||
|
||||
static const StateConditionInfo attackAggressors[] =
|
||||
{
|
||||
StateConditionInfo(hasAttackedMeAndICanReturnFire, AI_GUARD_ATTACK_AGGRESSOR, NULL),
|
||||
StateConditionInfo(NULL, NULL, NULL) // keep last
|
||||
};
|
||||
|
||||
// order matters: first state is the default state.
|
||||
// srj sez: I made "return" the start state, so that if ordered to guard a position
|
||||
// that isn't the unit's current position, it moves to that position first.
|
||||
defineState( AI_GUARD_RETURN, newInstance(AIGuardReturnState)( this ), AI_GUARD_IDLE, AI_GUARD_INNER, attackAggressors );
|
||||
defineState( AI_GUARD_IDLE, newInstance(AIGuardIdleState)( this ), AI_GUARD_INNER, AI_GUARD_RETURN, attackAggressors );
|
||||
defineState( AI_GUARD_INNER, newInstance(AIGuardInnerState)( this ), AI_GUARD_OUTER, AI_GUARD_OUTER );
|
||||
defineState( AI_GUARD_OUTER, newInstance(AIGuardOuterState)( this ), AI_GUARD_GET_CRATE, AI_GUARD_GET_CRATE );
|
||||
defineState( AI_GUARD_GET_CRATE, newInstance(AIGuardPickUpCrateState)( this ), AI_GUARD_RETURN, AI_GUARD_RETURN );
|
||||
defineState( AI_GUARD_ATTACK_AGGRESSOR, newInstance(AIGuardAttackAggressorState)( this ), AI_GUARD_RETURN, AI_GUARD_RETURN );
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
AIGuardMachine::~AIGuardMachine()
|
||||
{
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
/*static*/ Real AIGuardMachine::getStdGuardRange(const Object* obj)
|
||||
{
|
||||
Real visionRange = TheAI->getAdjustedVisionRangeForObject(obj,
|
||||
AI_VISIONFACTOR_OWNERTYPE | AI_VISIONFACTOR_MOOD | AI_VISIONFACTOR_GUARDINNER);
|
||||
|
||||
return visionRange;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
Bool AIGuardMachine::lookForInnerTarget(void)
|
||||
{
|
||||
Object* owner = getOwner();
|
||||
if (!owner->isAbleToAttack())
|
||||
{
|
||||
return false; // my, that was easy
|
||||
}
|
||||
|
||||
// Check if team auto targets same victim.
|
||||
Object *teamVictim = NULL;
|
||||
if (owner->getTeam()->getPrototype()->getTemplateInfo()->m_attackCommonTarget)
|
||||
{
|
||||
teamVictim = owner->getTeam()->getTeamTargetObject();
|
||||
if (teamVictim)
|
||||
{
|
||||
setNemesisID(teamVictim->getID());
|
||||
return true; // Transitions to AIGuardInnerState.
|
||||
}
|
||||
}
|
||||
|
||||
Object* targetToGuard = findTargetToGuardByID();
|
||||
Coord3D pos = targetToGuard ? *targetToGuard->getPosition() : *getPositionToGuard();
|
||||
|
||||
const PolygonTrigger* area = getAreaToGuard();
|
||||
PartitionFilterRelationship f1(owner, PartitionFilterRelationship::ALLOW_ENEMIES);
|
||||
PartitionFilterPossibleToAttack f2(ATTACK_NEW_TARGET, owner, CMD_FROM_AI);
|
||||
PartitionFilterSameMapStatus filterMapStatus(owner);
|
||||
PartitionFilterPolygonTrigger f3(area);
|
||||
PartitionFilterIsFlying f4;
|
||||
|
||||
PartitionFilter *filters[16];
|
||||
Int count = 0;
|
||||
|
||||
filters[count++] = &f1;
|
||||
filters[count++] = &f2;
|
||||
filters[count++] = &filterMapStatus;
|
||||
|
||||
Real visionRange = AIGuardMachine::getStdGuardRange(owner);
|
||||
|
||||
if (area)
|
||||
{
|
||||
UnsignedInt checkFrame = TheGameLogic->getFrameObjectsChangedTriggerAreas()+TheAI->getAiData()->m_guardEnemyScanRate;
|
||||
if (TheGameLogic->getFrame()>checkFrame) {
|
||||
return false;
|
||||
}
|
||||
filters[count++] = &f3;
|
||||
visionRange = area->getRadius();
|
||||
area->getCenterPoint(&pos);
|
||||
}
|
||||
|
||||
if (getGuardMode() == GUARDMODE_GUARD_FLYING_UNITS_ONLY)
|
||||
{
|
||||
// only consider flying targets
|
||||
filters[count++] = &f4;
|
||||
}
|
||||
|
||||
filters[count++] = NULL;
|
||||
|
||||
// SimpleObjectIterator* iter = ThePartitionManager->iterateObjectsInRange(
|
||||
// &pos, visionRange, FROM_CENTER_2D, filters, ITER_SORTED_NEAR_TO_FAR);
|
||||
// MemoryPoolObjectHolder hold(iter);
|
||||
// Object* target = iter->first();
|
||||
//
|
||||
// srj sez: the above code is stupid and slow. since we only want the closest object,
|
||||
// just ask for that; the above has to find ALL objects in range, but we ignore all
|
||||
// but the first (closest).
|
||||
//
|
||||
Object* target = ThePartitionManager->getClosestObject(&pos, visionRange, FROM_CENTER_2D, filters);
|
||||
if (target)
|
||||
{
|
||||
setNemesisID(target->getID());
|
||||
return true; // Transitions to AIGuardInnerState.
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** CRC */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void AIGuardMachine::crc( Xfer *xfer )
|
||||
{
|
||||
} // end crc
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** Xfer Method */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void AIGuardMachine::xfer( Xfer *xfer )
|
||||
{
|
||||
// version
|
||||
XferVersion currentVersion = 2;
|
||||
XferVersion version = currentVersion;
|
||||
xfer->xferVersion( &version, currentVersion );
|
||||
|
||||
if (version>=2) {
|
||||
StateMachine::xfer(xfer); // Forgot this in initial implementation. jba.
|
||||
}
|
||||
|
||||
xfer->xferObjectID(&m_targetToGuard);
|
||||
xfer->xferObjectID(&m_nemesisToAttack);
|
||||
xfer->xferCoord3D(&m_positionToGuard);
|
||||
|
||||
AsciiString triggerName;
|
||||
if (m_areaToGuard) triggerName = m_areaToGuard->getTriggerName();
|
||||
xfer->xferAsciiString(&triggerName);
|
||||
if (xfer->getXferMode() == XFER_LOAD)
|
||||
{
|
||||
if (triggerName.isNotEmpty()) {
|
||||
m_areaToGuard = TheTerrainLogic->getTriggerAreaByName(triggerName);
|
||||
}
|
||||
}
|
||||
|
||||
} // end xfer
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** Load post process */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void AIGuardMachine::loadPostProcess( void )
|
||||
{
|
||||
} // end loadPostProcess
|
||||
|
||||
//-- AIGuardInnerState ----------------------------------------------------------------------------
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** CRC */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void AIGuardInnerState::crc( Xfer *xfer )
|
||||
{
|
||||
} // end crc
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** Xfer Method */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void AIGuardInnerState::xfer( Xfer *xfer )
|
||||
{
|
||||
// version
|
||||
XferVersion currentVersion = 1;
|
||||
XferVersion version = currentVersion;
|
||||
xfer->xferVersion( &version, currentVersion );
|
||||
|
||||
} // end xfer
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** Load post process */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void AIGuardInnerState::loadPostProcess( void )
|
||||
{
|
||||
onEnter();
|
||||
} // end loadPostProcess
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
StateReturnType AIGuardInnerState::onEnter( void )
|
||||
{
|
||||
Object* targetToGuard = getGuardMachine()->findTargetToGuardByID();
|
||||
Coord3D pos = targetToGuard ? *targetToGuard->getPosition() : *getGuardMachine()->getPositionToGuard();
|
||||
Object* nemesis = TheGameLogic->findObjectByID(getGuardMachine()->getNemesisID()) ;
|
||||
if (nemesis == NULL)
|
||||
{
|
||||
DEBUG_LOG(("Unexpected NULL nemesis in AIGuardInnerState.\n"));
|
||||
return STATE_SUCCESS;
|
||||
}
|
||||
m_exitConditions.m_center = pos;
|
||||
m_exitConditions.m_radiusSqr = sqr(AIGuardMachine::getStdGuardRange(getMachineOwner()));
|
||||
m_exitConditions.m_conditionsToConsider = (ExitConditions::ATTACK_ExitIfOutsideRadius |
|
||||
ExitConditions::ATTACK_ExitIfNoUnitFound);
|
||||
|
||||
m_attackState = newInstance(AIAttackState)(getMachine(), false, true, false, &m_exitConditions);
|
||||
|
||||
m_attackState->getMachine()->setGoalObject(nemesis);
|
||||
|
||||
StateReturnType returnVal = m_attackState->onEnter();
|
||||
if (returnVal == STATE_CONTINUE) {
|
||||
return STATE_CONTINUE;
|
||||
}
|
||||
|
||||
// if we had no one to attack, we were successful, so go to the next state.
|
||||
return STATE_SUCCESS;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
StateReturnType AIGuardInnerState::update( void )
|
||||
{
|
||||
if (m_attackState==NULL) return STATE_SUCCESS;
|
||||
// if the position has moved (IE we're guarding an object), move with it.
|
||||
Object* targetToGuard = getGuardMachine()->findTargetToGuardByID();
|
||||
if (targetToGuard)
|
||||
{
|
||||
m_exitConditions.m_center = *targetToGuard->getPosition();
|
||||
}
|
||||
|
||||
return m_attackState->update();
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
void AIGuardInnerState::onExit( StateExitType status )
|
||||
{
|
||||
Object *obj = getMachineOwner();
|
||||
if (m_attackState)
|
||||
{
|
||||
m_attackState->onExit(status);
|
||||
m_attackState->deleteInstance();
|
||||
m_attackState = NULL;
|
||||
}
|
||||
if (obj->getTeam())
|
||||
{
|
||||
obj->getTeam()->setTeamTargetObject(NULL); // clear the target.
|
||||
}
|
||||
}
|
||||
|
||||
//-- AIGuardOuterState ----------------------------------------------------------------------------
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** CRC */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void AIGuardOuterState::crc( Xfer *xfer )
|
||||
{
|
||||
} // end crc
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** Xfer Method */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void AIGuardOuterState::xfer( Xfer *xfer )
|
||||
{
|
||||
// version
|
||||
XferVersion currentVersion = 1;
|
||||
XferVersion version = currentVersion;
|
||||
xfer->xferVersion( &version, currentVersion );
|
||||
|
||||
} // end xfer
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** Load post process */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void AIGuardOuterState::loadPostProcess( void )
|
||||
{ AIGuardOuterState
|
||||
onEnter();
|
||||
} // end loadPostProcess
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
StateReturnType AIGuardOuterState::onEnter( void )
|
||||
{
|
||||
if (getGuardMachine()->getGuardMode() == GUARDMODE_GUARD_WITHOUT_PURSUIT)
|
||||
{
|
||||
// "patrol" mode does not follow targets outside the guard area.
|
||||
return STATE_SUCCESS;
|
||||
}
|
||||
|
||||
Object* targetToGuard = getGuardMachine()->findTargetToGuardByID();
|
||||
Coord3D pos = targetToGuard ? *targetToGuard->getPosition() : *getGuardMachine()->getPositionToGuard();
|
||||
|
||||
Object* nemesis = TheGameLogic->findObjectByID(getGuardMachine()->getNemesisID()) ;
|
||||
if (nemesis == NULL)
|
||||
{
|
||||
DEBUG_LOG(("Unexpected NULL nemesis in AIGuardInnerState.\n"));
|
||||
return STATE_SUCCESS;
|
||||
}
|
||||
Object *obj = getMachineOwner();
|
||||
|
||||
Real range = TheAI->getAdjustedVisionRangeForObject(obj, AI_VISIONFACTOR_OWNERTYPE | AI_VISIONFACTOR_MOOD);
|
||||
|
||||
const PolygonTrigger *area = getGuardMachine()->getAreaToGuard();
|
||||
if (area)
|
||||
{
|
||||
if (range < area->getRadius())
|
||||
range = area->getRadius();
|
||||
area->getCenterPoint(&pos);
|
||||
}
|
||||
m_exitConditions.m_center = pos;
|
||||
m_exitConditions.m_radiusSqr = sqr(range);
|
||||
m_exitConditions.m_attackGiveUpFrame = TheGameLogic->getFrame() + TheAI->getAiData()->m_guardChaseUnitFrames;
|
||||
m_exitConditions.m_conditionsToConsider = (ExitConditions::ATTACK_ExitIfExpiredDuration |
|
||||
ExitConditions::ATTACK_ExitIfOutsideRadius |
|
||||
ExitConditions::ATTACK_ExitIfNoUnitFound);
|
||||
|
||||
m_attackState = newInstance(AIAttackState)(getMachine(), false, true, false, &m_exitConditions);
|
||||
m_attackState->getMachine()->setGoalObject(nemesis);
|
||||
|
||||
StateReturnType returnVal = m_attackState->onEnter();
|
||||
if (returnVal == STATE_CONTINUE) {
|
||||
return STATE_CONTINUE;
|
||||
}
|
||||
|
||||
// if we had no one to attack, we were successful, so go to the next state.
|
||||
return STATE_SUCCESS;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
StateReturnType AIGuardOuterState::update( void )
|
||||
{
|
||||
if (m_attackState==NULL) return STATE_SUCCESS;
|
||||
|
||||
// if the position has moved (IE we're guarding an object), move with it.
|
||||
Object* targetToGuard = getGuardMachine()->findTargetToGuardByID();
|
||||
if (targetToGuard)
|
||||
{
|
||||
m_exitConditions.m_center = *targetToGuard->getPosition();
|
||||
}
|
||||
|
||||
Object* goalObj = m_attackState->getMachineGoalObject();
|
||||
if (goalObj)
|
||||
{
|
||||
Coord3D deltaAggr;
|
||||
deltaAggr.x = m_exitConditions.m_center.x - goalObj->getPosition()->x;
|
||||
deltaAggr.y = m_exitConditions.m_center.y - goalObj->getPosition()->y;
|
||||
deltaAggr.z = m_exitConditions.m_center.z - goalObj->getPosition()->z;
|
||||
Real visionSqr = sqr(AIGuardMachine::getStdGuardRange(getMachineOwner()));
|
||||
if (deltaAggr.lengthSqr() <= visionSqr)
|
||||
{
|
||||
// reset the counter
|
||||
m_exitConditions.m_attackGiveUpFrame = TheGameLogic->getFrame() + TheAI->getAiData()->m_guardChaseUnitFrames;
|
||||
}
|
||||
}
|
||||
|
||||
return m_attackState->update();
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
void AIGuardOuterState::onExit( StateExitType status )
|
||||
{
|
||||
if (m_attackState)
|
||||
{
|
||||
m_attackState->onExit(status);
|
||||
m_attackState->deleteInstance();
|
||||
m_attackState = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
//-- AIGuardReturnState ----------------------------------------------------------------------------
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** CRC */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void AIGuardReturnState::crc( Xfer *xfer )
|
||||
{
|
||||
} // end crc
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** Xfer Method */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void AIGuardReturnState::xfer( Xfer *xfer )
|
||||
{
|
||||
// version
|
||||
XferVersion currentVersion = 1;
|
||||
XferVersion version = currentVersion;
|
||||
xfer->xferVersion( &version, currentVersion );
|
||||
|
||||
xfer->xferUnsignedInt(&m_nextReturnScanTime);
|
||||
} // end xfer
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** Load post process */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void AIGuardReturnState::loadPostProcess( void )
|
||||
{
|
||||
} // end loadPostProcess
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
StateReturnType AIGuardReturnState::onEnter( void )
|
||||
{
|
||||
UnsignedInt now = TheGameLogic->getFrame();
|
||||
m_nextReturnScanTime = now + GameLogicRandomValue(0, TheAI->getAiData()->m_guardEnemyReturnScanRate);
|
||||
|
||||
// no, no, no, don't do this in onEnter, unless you like really slow maps. (srj)
|
||||
// if (getGuardMachine()->lookForInnerTarget())
|
||||
// return STATE_FAILURE; // early termination because we found a target.
|
||||
|
||||
Object* targetToGuard = getGuardMachine()->findTargetToGuardByID();
|
||||
m_goalPosition = targetToGuard ? *targetToGuard->getPosition() : *getGuardMachine()->getPositionToGuard();
|
||||
|
||||
const PolygonTrigger *area = getGuardMachine()->getAreaToGuard();
|
||||
if (area)
|
||||
{
|
||||
area->getCenterPoint(&m_goalPosition);
|
||||
}
|
||||
AIUpdateInterface *ai = getMachineOwner()->getAIUpdateInterface();
|
||||
if (ai && ai->isDoingGroundMovement())
|
||||
{
|
||||
TheAI->pathfinder()->adjustDestination(getMachineOwner(), ai->getLocomotorSet(), &m_goalPosition);
|
||||
}
|
||||
setAdjustsDestination(true);
|
||||
return AIInternalMoveToState::onEnter();
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
StateReturnType AIGuardReturnState::update( void )
|
||||
{
|
||||
UnsignedInt now = TheGameLogic->getFrame();
|
||||
if (now >= m_nextReturnScanTime)
|
||||
{
|
||||
m_nextReturnScanTime = now + TheAI->getAiData()->m_guardEnemyReturnScanRate;
|
||||
if (getGuardMachine()->lookForInnerTarget())
|
||||
return STATE_FAILURE; // early termination because we found a target.
|
||||
}
|
||||
|
||||
// Just let the return movement finish.
|
||||
return AIInternalMoveToState::update();
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
void AIGuardReturnState::onExit( StateExitType status )
|
||||
{
|
||||
AIInternalMoveToState::onExit( status );
|
||||
}
|
||||
|
||||
//-- AIGuardIdleState ----------------------------------------------------------------------------
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** CRC */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void AIGuardIdleState::crc( Xfer *xfer )
|
||||
{
|
||||
} // end crc
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** Xfer Method */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void AIGuardIdleState::xfer( Xfer *xfer )
|
||||
{
|
||||
// version
|
||||
XferVersion currentVersion = 1;
|
||||
XferVersion version = currentVersion;
|
||||
xfer->xferVersion( &version, currentVersion );
|
||||
|
||||
xfer->xferUnsignedInt(&m_nextEnemyScanTime);
|
||||
} // end xfer
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** Load post process */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void AIGuardIdleState::loadPostProcess( void )
|
||||
{
|
||||
} // end loadPostProcess
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
StateReturnType AIGuardIdleState::onEnter( void )
|
||||
{
|
||||
// first time thru, use a random amount so that everyone doesn't scan on the same frame,
|
||||
// to avoid "spikes".
|
||||
UnsignedInt now = TheGameLogic->getFrame();
|
||||
m_nextEnemyScanTime = now + GameLogicRandomValue(0, TheAI->getAiData()->m_guardEnemyScanRate);
|
||||
|
||||
return STATE_CONTINUE;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
StateReturnType AIGuardIdleState::update( void )
|
||||
{
|
||||
//DEBUG_LOG(("AIGuardIdleState frame %d: %08lx\n",TheGameLogic->getFrame(),getMachineOwner()));
|
||||
|
||||
UnsignedInt now = TheGameLogic->getFrame();
|
||||
if (now < m_nextEnemyScanTime)
|
||||
return STATE_SLEEP(m_nextEnemyScanTime - now);
|
||||
|
||||
m_nextEnemyScanTime = now + TheAI->getAiData()->m_guardEnemyScanRate;
|
||||
|
||||
#ifdef STATE_MACHINE_DEBUG
|
||||
//getMachine()->setDebugOutput(true);
|
||||
#endif
|
||||
Object *owner = getMachineOwner();
|
||||
AIUpdateInterface *ai = owner->getAIUpdateInterface();
|
||||
// Check to see if we have created a crate we need to pick up.
|
||||
if (ai->getCrateID() != INVALID_ID)
|
||||
{
|
||||
getMachine()->setState(AI_GUARD_GET_CRATE);
|
||||
return STATE_SLEEP(m_nextEnemyScanTime - now);
|
||||
}
|
||||
|
||||
// if anyone is in the inner area, return success.
|
||||
if (getGuardMachine()->lookForInnerTarget())
|
||||
{
|
||||
return STATE_SUCCESS; // Transitions to AIGuardInnerState.
|
||||
}
|
||||
|
||||
// See if the object we are guarding moved.
|
||||
Object* targetToGuard = getGuardMachine()->findTargetToGuardByID();
|
||||
if (targetToGuard)
|
||||
{
|
||||
Coord3D pos = *targetToGuard->getPosition();
|
||||
Real delta = m_guardeePos.x-pos.x;
|
||||
if (delta*delta > 4*PATHFIND_CELL_SIZE_F*PATHFIND_CELL_SIZE_F) {
|
||||
m_guardeePos = pos;
|
||||
return STATE_FAILURE; // goes to AIGuardReturnState.
|
||||
}
|
||||
delta = m_guardeePos.y-pos.y;
|
||||
if (delta*delta > 4*PATHFIND_CELL_SIZE_F*PATHFIND_CELL_SIZE_F) {
|
||||
m_guardeePos = pos;
|
||||
return STATE_FAILURE; // goes to AIGuardReturnState.
|
||||
}
|
||||
}
|
||||
return STATE_SLEEP(m_nextEnemyScanTime - now);
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
void AIGuardIdleState::onExit( StateExitType status )
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
//-- AIGuardPickUpCrateState ----------------------------------------------------------------------
|
||||
//-------------------------------------------------------------------------------------------------
|
||||
AIGuardPickUpCrateState::AIGuardPickUpCrateState( StateMachine *machine ) : AIPickUpCrateState(machine)
|
||||
{
|
||||
#ifdef STATE_MACHINE_DEBUG
|
||||
setName("AIGuardPickUpCrateState");
|
||||
#endif
|
||||
}
|
||||
//--------------------------------------------------------------------------------------
|
||||
StateReturnType AIGuardPickUpCrateState::onEnter( void )
|
||||
{
|
||||
Object *owner = getMachineOwner();
|
||||
AIUpdateInterface *ai = owner->getAIUpdateInterface();
|
||||
|
||||
// Check to see if we have created a crate we need to pick up.
|
||||
Object* crate = ai->checkForCrateToPickup();
|
||||
if (crate)
|
||||
{
|
||||
getMachine()->setGoalObject(crate);
|
||||
return AIPickUpCrateState::onEnter();
|
||||
}
|
||||
|
||||
return STATE_SUCCESS; // no crate, so we're done.
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
StateReturnType AIGuardPickUpCrateState::update( void )
|
||||
{
|
||||
return AIPickUpCrateState::update();
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
void AIGuardPickUpCrateState::onExit( StateExitType status )
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
//-- AIGuardAttackAggressorState ------------------------------------------------------------------
|
||||
//-------------------------------------------------------------------------------------------------
|
||||
AIGuardAttackAggressorState::AIGuardAttackAggressorState( StateMachine *machine ) :
|
||||
State( machine, "AIGuardAttackAggressorState" )
|
||||
{
|
||||
m_attackState = NULL;
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------------------
|
||||
StateReturnType AIGuardAttackAggressorState::onEnter( void )
|
||||
{
|
||||
Object *obj = getMachineOwner();
|
||||
ObjectID nemID = INVALID_ID;
|
||||
|
||||
if (obj->getBodyModule() && obj->getBodyModule()->getLastDamageInfo()->in.m_sourceID) {
|
||||
nemID = obj->getBodyModule()->getLastDamageInfo()->in.m_sourceID;
|
||||
getGuardMachine()->setNemesisID(nemID);
|
||||
}
|
||||
|
||||
Object *nemesis = TheGameLogic->findObjectByID(getGuardMachine()->getNemesisID());
|
||||
if (nemesis == NULL)
|
||||
{
|
||||
DEBUG_LOG(("Unexpected NULL nemesis in AIGuardAttackAggressorState.\n"));
|
||||
return STATE_SUCCESS;
|
||||
}
|
||||
|
||||
m_exitConditions.m_attackGiveUpFrame = TheGameLogic->getFrame() + TheAI->getAiData()->m_guardChaseUnitFrames;
|
||||
m_exitConditions.m_conditionsToConsider = (ExitConditions::ATTACK_ExitIfExpiredDuration |
|
||||
ExitConditions::ATTACK_ExitIfNoUnitFound);
|
||||
|
||||
m_attackState = newInstance(AIAttackState)(getMachine(), true, true, false, &m_exitConditions);
|
||||
m_attackState->getMachine()->setGoalObject(nemesis);
|
||||
|
||||
StateReturnType returnVal = m_attackState->onEnter();
|
||||
if (returnVal == STATE_CONTINUE) {
|
||||
return STATE_CONTINUE;
|
||||
}
|
||||
|
||||
// if we had no one to attack, we were successful, so go to the next state.
|
||||
return STATE_SUCCESS;
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------------------
|
||||
StateReturnType AIGuardAttackAggressorState::update( void )
|
||||
{
|
||||
if (m_attackState==NULL) return STATE_SUCCESS;
|
||||
// if the position has moved (IE we're guarding an object), move with it.
|
||||
Object* targetToGuard = getGuardMachine()->findTargetToGuardByID();
|
||||
if (targetToGuard)
|
||||
{
|
||||
m_exitConditions.m_center = *targetToGuard->getPosition();
|
||||
}
|
||||
|
||||
return m_attackState->update();
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------------------
|
||||
void AIGuardAttackAggressorState::onExit( StateExitType status )
|
||||
{
|
||||
Object *obj = getMachineOwner();
|
||||
if (m_attackState)
|
||||
{
|
||||
m_attackState->onExit(status);
|
||||
m_attackState->deleteInstance();
|
||||
m_attackState = NULL;
|
||||
}
|
||||
|
||||
if (obj->getTeam())
|
||||
{
|
||||
obj->getTeam()->setTeamTargetObject(NULL); // clear the target.
|
||||
}
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------------------
|
||||
void AIGuardAttackAggressorState::crc( Xfer *xfer )
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------------------
|
||||
void AIGuardAttackAggressorState::xfer( Xfer *xfer )
|
||||
{
|
||||
// version
|
||||
XferVersion currentVersion = 1;
|
||||
XferVersion version = currentVersion;
|
||||
xfer->xferVersion( &version, currentVersion );
|
||||
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------------------
|
||||
void AIGuardAttackAggressorState::loadPostProcess()
|
||||
{
|
||||
onEnter();
|
||||
}
|
||||
|
10423
Generals/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp
Normal file
10423
Generals/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp
Normal file
File diff suppressed because it is too large
Load diff
3487
Generals/Code/GameEngine/Source/GameLogic/AI/AIPlayer.cpp
Normal file
3487
Generals/Code/GameEngine/Source/GameLogic/AI/AIPlayer.cpp
Normal file
File diff suppressed because it is too large
Load diff
1229
Generals/Code/GameEngine/Source/GameLogic/AI/AISkirmishPlayer.cpp
Normal file
1229
Generals/Code/GameEngine/Source/GameLogic/AI/AISkirmishPlayer.cpp
Normal file
File diff suppressed because it is too large
Load diff
6931
Generals/Code/GameEngine/Source/GameLogic/AI/AIStates.cpp
Normal file
6931
Generals/Code/GameEngine/Source/GameLogic/AI/AIStates.cpp
Normal file
File diff suppressed because it is too large
Load diff
866
Generals/Code/GameEngine/Source/GameLogic/AI/AITNGuard.cpp
Normal file
866
Generals/Code/GameEngine/Source/GameLogic/AI/AITNGuard.cpp
Normal file
|
@ -0,0 +1,866 @@
|
|||
/*
|
||||
** Command & Conquer Generals(tm)
|
||||
** Copyright 2025 Electronic Arts Inc.
|
||||
**
|
||||
** This program is free software: you can redistribute it and/or modify
|
||||
** it under the terms of the GNU General Public License as published by
|
||||
** the Free Software Foundation, either version 3 of the License, or
|
||||
** (at your option) any later version.
|
||||
**
|
||||
** This program is distributed in the hope that it will be useful,
|
||||
** but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
** GNU General Public License for more details.
|
||||
**
|
||||
** You should have received a copy of the GNU General Public License
|
||||
** along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// //
|
||||
// (c) 2001-2003 Electronic Arts Inc. //
|
||||
// //
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// FILE: AITNGuard.cpp
|
||||
/*---------------------------------------------------------------------------*/
|
||||
/* EA Pacific */
|
||||
/* Confidential Information */
|
||||
/* Copyright (C) 2001 - All Rights Reserved */
|
||||
/* DO NOT DISTRIBUTE */
|
||||
/*---------------------------------------------------------------------------*/
|
||||
/* Project: RTS3 */
|
||||
/* File name: AITNGuard.cpp */
|
||||
/* Created: John Ahlquist., 12/20/2002 */
|
||||
/* Desc: // Set up guard tunnel network states for AI */
|
||||
/* Revision History: */
|
||||
/* 12/20/2002 : Initial creation - modified from AIGuard.cpp */
|
||||
/*---------------------------------------------------------------------------*/
|
||||
#include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
|
||||
|
||||
#include "Common/PerfTimer.h"
|
||||
#include "Common/Team.h"
|
||||
#include "Common/Player.h"
|
||||
#include "Common/Xfer.h"
|
||||
#include "GameLogic/AI.h"
|
||||
#include "GameLogic/AIPathfind.h"
|
||||
#include "GameLogic/AITNGuard.h"
|
||||
#include "GameLogic/Module/AIUpdate.h"
|
||||
#include "GameLogic/Module/BodyModule.h"
|
||||
#include "GameLogic/Module/CollideModule.h"
|
||||
#include "Common/TunnelTracker.h"
|
||||
#include "GameLogic/Object.h"
|
||||
#include "GameLogic/PartitionManager.h"
|
||||
#include "GameLogic/PolygonTrigger.h"
|
||||
|
||||
const Real CLOSE_ENOUGH = (25.0f);
|
||||
|
||||
#ifdef _INTERNAL
|
||||
// for occasional debugging...
|
||||
//#pragma optimize("", off)
|
||||
//#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
|
||||
#endif
|
||||
|
||||
static Bool hasAttackedMeAndICanReturnFire( State *thisState, void* /*userData*/ )
|
||||
{
|
||||
Object *obj = thisState->getMachineOwner();
|
||||
BodyModuleInterface *bmi = obj ? obj->getBodyModule() : NULL;
|
||||
|
||||
if (!(obj && bmi)) {
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if (bmi->getClearableLastAttacker() == INVALID_ID) {
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
// K. It appears we have a valid aggressor. Find it, and determine if we can attack it, etc.
|
||||
Object *target = TheGameLogic->findObjectByID(bmi->getClearableLastAttacker());
|
||||
bmi->clearLastAttacker();
|
||||
|
||||
// We use the clearable last attacker because we should continue attacking the guy. But if he
|
||||
// stops attacking us, then we want our timer to kick us off of him and make us go attack
|
||||
// other units instead.
|
||||
|
||||
|
||||
if (!target) {
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if (obj->getRelationship(target) != ENEMIES) {
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
// This is a quick test on the target. It will be duplicated in getAbleToAttackSpecificObject,
|
||||
// but the payoff is worth the duplication.
|
||||
if (target->isEffectivelyDead()) {
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
CanAttackResult result = obj->getAbleToAttackSpecificObject(ATTACK_NEW_TARGET, target, CMD_FROM_AI);
|
||||
if( result == ATTACKRESULT_POSSIBLE || result == ATTACKRESULT_POSSIBLE_AFTER_MOVING )
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
static Object *findBestTunnel(Player *ownerPlayer, const Coord3D *pos)
|
||||
{
|
||||
if (!ownerPlayer) return NULL; // should never happen, but hey. jba.
|
||||
TunnelTracker *tunnels = ownerPlayer->getTunnelSystem();
|
||||
Object *bestTunnel = NULL;
|
||||
Real bestDistSqr = 0;
|
||||
const std::list<ObjectID> *allTunnels = tunnels->getContainerList();
|
||||
for( std::list<ObjectID>::const_iterator iter = allTunnels->begin(); iter != allTunnels->end(); iter++ ) {
|
||||
// For each ID, look it up and change its team. We all get captured together.
|
||||
Object *currentTunnel = TheGameLogic->findObjectByID( *iter );
|
||||
if( currentTunnel ) {
|
||||
Real dx = currentTunnel->getPosition()->x-pos->x;
|
||||
Real dy = currentTunnel->getPosition()->y-pos->y;
|
||||
Real distSqr = dx*dx+dy*dy;
|
||||
if (bestTunnel==NULL || distSqr<bestDistSqr) {
|
||||
bestDistSqr = distSqr;
|
||||
bestTunnel = currentTunnel;
|
||||
}
|
||||
}
|
||||
}
|
||||
return bestTunnel;
|
||||
}
|
||||
|
||||
|
||||
//-- ExitConditions -------------------------------------------------------------------------------
|
||||
/**
|
||||
* This returns true if the conditions specified have been met, false otherwise.
|
||||
*/
|
||||
Bool TunnelNetworkExitConditions::shouldExit(const StateMachine* machine) const
|
||||
{
|
||||
|
||||
if (TheGameLogic->getFrame() >= m_attackGiveUpFrame)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
//-- AITNGuardMachine -------------------------------------------------------------------------------
|
||||
//--------------------------------------------------------------------------------------
|
||||
AITNGuardMachine::AITNGuardMachine( Object *owner ) :
|
||||
StateMachine(owner, "AITNGuardMachine"),
|
||||
m_nemesisToAttack(INVALID_ID),
|
||||
m_guardMode(GUARDMODE_NORMAL)
|
||||
{
|
||||
m_positionToGuard.zero();
|
||||
|
||||
static const StateConditionInfo attackAggressors[] =
|
||||
{
|
||||
StateConditionInfo(hasAttackedMeAndICanReturnFire, AI_TN_GUARD_ATTACK_AGGRESSOR, NULL),
|
||||
StateConditionInfo(NULL, NULL, NULL) // keep last
|
||||
};
|
||||
|
||||
// order matters: first state is the default state.
|
||||
// srj sez: I made "return" the start state, so that if ordered to guard a position
|
||||
// that isn't the unit's current position, it moves to that position first.
|
||||
defineState( AI_TN_GUARD_RETURN, newInstance(AITNGuardReturnState)( this ), AI_TN_GUARD_IDLE, AI_TN_GUARD_INNER, attackAggressors );
|
||||
defineState( AI_TN_GUARD_IDLE, newInstance(AITNGuardIdleState)( this ), AI_TN_GUARD_INNER, AI_TN_GUARD_RETURN );
|
||||
defineState( AI_TN_GUARD_INNER, newInstance(AITNGuardInnerState)( this ), AI_TN_GUARD_OUTER, AI_TN_GUARD_OUTER , attackAggressors);
|
||||
defineState( AI_TN_GUARD_OUTER, newInstance(AITNGuardOuterState)( this ), AI_TN_GUARD_GET_CRATE, AI_TN_GUARD_GET_CRATE );
|
||||
defineState( AI_TN_GUARD_GET_CRATE, newInstance(AITNGuardPickUpCrateState)( this ), AI_TN_GUARD_RETURN, AI_TN_GUARD_RETURN );
|
||||
defineState( AI_TN_GUARD_ATTACK_AGGRESSOR, newInstance(AITNGuardAttackAggressorState)( this ), AI_TN_GUARD_RETURN, AI_TN_GUARD_RETURN );
|
||||
#ifdef STATE_MACHINE_DEBUG
|
||||
setDebugOutput(true);
|
||||
#endif
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
AITNGuardMachine::~AITNGuardMachine()
|
||||
{
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
/*static*/ Real AITNGuardMachine::getStdGuardRange(const Object* obj)
|
||||
{
|
||||
Real visionRange = TheAI->getAdjustedVisionRangeForObject(obj,
|
||||
AI_VISIONFACTOR_OWNERTYPE | AI_VISIONFACTOR_MOOD | AI_VISIONFACTOR_GUARDINNER);
|
||||
|
||||
return visionRange;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
Bool AITNGuardMachine::lookForInnerTarget(void)
|
||||
{
|
||||
Object* owner = getOwner();
|
||||
|
||||
// Check if team auto targets same victim.
|
||||
Object *teamVictim = NULL;
|
||||
if (owner->getTeam()->getPrototype()->getTemplateInfo()->m_attackCommonTarget)
|
||||
{
|
||||
teamVictim = owner->getTeam()->getTeamTargetObject();
|
||||
if (teamVictim)
|
||||
{
|
||||
setNemesisID(teamVictim->getID());
|
||||
return true; // Transitions to AITNGuardInnerState.
|
||||
}
|
||||
}
|
||||
|
||||
// Find tunnel network to defend.
|
||||
// Scan my tunnels.
|
||||
Player *ownerPlayer = getOwner()->getControllingPlayer();
|
||||
if (!ownerPlayer) return false; // should never happen, but hey. jba.
|
||||
TunnelTracker *tunnels = ownerPlayer->getTunnelSystem();
|
||||
if (tunnels==NULL) return false;
|
||||
if (tunnels->getCurNemesis()) {
|
||||
setNemesisID(tunnels->getCurNemesis()->getID());
|
||||
return true; // Transitions to AITNGuardInnerState.
|
||||
}
|
||||
const std::list<ObjectID> *allTunnels = tunnels->getContainerList();
|
||||
for( std::list<ObjectID>::const_iterator iter = allTunnels->begin(); iter != allTunnels->end(); iter++ ) {
|
||||
Object *currentTunnel = TheGameLogic->findObjectByID( *iter );
|
||||
if( currentTunnel ) {
|
||||
// Check for attacking.
|
||||
if (currentTunnel->getAI()) {
|
||||
Object *victim = currentTunnel->getAI()->getGoalObject();
|
||||
if (owner->getRelationship(victim) == ENEMIES) {
|
||||
setNemesisID(victim->getID());
|
||||
return true;
|
||||
}
|
||||
}
|
||||
// check for attacked.
|
||||
BodyModuleInterface *body = currentTunnel->getBodyModule();
|
||||
if (body) {
|
||||
const DamageInfo *info = body->getLastDamageInfo();
|
||||
if (info) {
|
||||
if (info->out.m_noEffect) {
|
||||
continue;
|
||||
}
|
||||
if (body->getLastDamageTimestamp() + TheAI->getAiData()->m_guardEnemyScanRate > TheGameLogic->getFrame()) {
|
||||
// winner.
|
||||
ObjectID attackerID = info->in.m_sourceID;
|
||||
Object *attacker = TheGameLogic->findObjectByID(attackerID);
|
||||
|
||||
if( attacker )
|
||||
{
|
||||
if (owner->getRelationship(attacker) != ENEMIES) {
|
||||
continue;
|
||||
}
|
||||
CanAttackResult result = getOwner()->getAbleToAttackSpecificObject(ATTACK_TUNNEL_NETWORK_GUARD, attacker, CMD_FROM_AI);
|
||||
if( result == ATTACKRESULT_POSSIBLE || result == ATTACKRESULT_POSSIBLE_AFTER_MOVING )
|
||||
{
|
||||
setNemesisID(attackerID);
|
||||
owner->getTeam()->setTeamTargetObject(attacker);
|
||||
tunnels->updateNemesis(attacker);
|
||||
return true; // Transitions to AITNGuardInnerState.
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** CRC */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void AITNGuardMachine::crc( Xfer *xfer )
|
||||
{
|
||||
} // end crc
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** Xfer Method */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void AITNGuardMachine::xfer( Xfer *xfer )
|
||||
{
|
||||
// version
|
||||
XferVersion currentVersion = 2;
|
||||
XferVersion version = currentVersion;
|
||||
xfer->xferVersion( &version, currentVersion );
|
||||
|
||||
if (version>=2) {
|
||||
StateMachine::xfer(xfer); // Forgot this in initial implementation. jba.
|
||||
}
|
||||
|
||||
xfer->xferObjectID(&m_nemesisToAttack);
|
||||
xfer->xferCoord3D(&m_positionToGuard);
|
||||
|
||||
} // end xfer
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** Load post process */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void AITNGuardMachine::loadPostProcess( void )
|
||||
{
|
||||
} // end loadPostProcess
|
||||
|
||||
//-- AITNGuardInnerState ----------------------------------------------------------------------------
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** CRC */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void AITNGuardInnerState::crc( Xfer *xfer )
|
||||
{
|
||||
} // end crc
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** Xfer Method */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void AITNGuardInnerState::xfer( Xfer *xfer )
|
||||
{
|
||||
// version
|
||||
XferVersion currentVersion = 1;
|
||||
XferVersion version = currentVersion;
|
||||
xfer->xferVersion( &version, currentVersion );
|
||||
|
||||
} // end xfer
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** Load post process */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void AITNGuardInnerState::loadPostProcess( void )
|
||||
{
|
||||
onEnter();
|
||||
} // end loadPostProcess
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
StateReturnType AITNGuardInnerState::onEnter( void )
|
||||
{
|
||||
Object* nemesis = TheGameLogic->findObjectByID(getGuardMachine()->getNemesisID()) ;
|
||||
if (nemesis == NULL)
|
||||
{
|
||||
DEBUG_LOG(("Unexpected NULL nemesis in AITNGuardInnerState.\n"));
|
||||
return STATE_SUCCESS;
|
||||
}
|
||||
m_exitConditions.m_attackGiveUpFrame = TheGameLogic->getFrame() + TheAI->getAiData()->m_guardChaseUnitFrames;
|
||||
|
||||
m_attackState = newInstance(AIAttackState)(getMachine(), false, true, false, &m_exitConditions);
|
||||
|
||||
m_attackState->getMachine()->setGoalObject(nemesis);
|
||||
|
||||
StateReturnType returnVal = m_attackState->onEnter();
|
||||
if (returnVal == STATE_CONTINUE) {
|
||||
return STATE_CONTINUE;
|
||||
}
|
||||
|
||||
// if we had no one to attack, we were successful, so go to the next state.
|
||||
return STATE_SUCCESS;
|
||||
}
|
||||
|
||||
static Object *TunnelNetworkScan(Object *owner)
|
||||
{
|
||||
PartitionFilterRelationship f1(owner, PartitionFilterRelationship::ALLOW_ENEMIES);
|
||||
PartitionFilterPossibleToAttack f2(ATTACK_NEW_TARGET, owner, CMD_FROM_AI);
|
||||
PartitionFilterSameMapStatus filterMapStatus(owner);
|
||||
|
||||
PartitionFilter *filters[16];
|
||||
Int count = 0;
|
||||
|
||||
filters[count++] = &f1;
|
||||
filters[count++] = &f2;
|
||||
filters[count++] = &filterMapStatus;
|
||||
|
||||
Real visionRange = AITNGuardMachine::getStdGuardRange(owner);
|
||||
|
||||
filters[count++] = NULL;
|
||||
|
||||
Object* target = ThePartitionManager->getClosestObject(owner->getPosition(), visionRange, FROM_CENTER_2D, filters);
|
||||
return target;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
StateReturnType AITNGuardInnerState::update( void )
|
||||
{
|
||||
Object* nemesis = TheGameLogic->findObjectByID(getGuardMachine()->getNemesisID()) ;
|
||||
Player *ownerPlayer = getMachineOwner()->getControllingPlayer();
|
||||
TunnelTracker *tunnels = NULL;
|
||||
if (ownerPlayer) {
|
||||
tunnels = ownerPlayer->getTunnelSystem();
|
||||
}
|
||||
|
||||
Object* owner = getMachineOwner();
|
||||
// killed him.
|
||||
Object *teamVictim = owner->getTeam()->getTeamTargetObject();
|
||||
if (nemesis == NULL)
|
||||
{
|
||||
if (teamVictim)
|
||||
{
|
||||
getGuardMachine()->setNemesisID(teamVictim->getID());
|
||||
m_exitConditions.m_attackGiveUpFrame = TheGameLogic->getFrame() + TheAI->getAiData()->m_guardChaseUnitFrames;
|
||||
return STATE_CONTINUE;
|
||||
}
|
||||
|
||||
// Check tunnel.
|
||||
if (tunnels) {
|
||||
nemesis = tunnels->getCurNemesis();
|
||||
if (nemesis) {
|
||||
getGuardMachine()->setNemesisID(nemesis->getID());
|
||||
m_exitConditions.m_attackGiveUpFrame = TheGameLogic->getFrame() + TheAI->getAiData()->m_guardChaseUnitFrames;
|
||||
return STATE_CONTINUE;
|
||||
}
|
||||
}
|
||||
|
||||
if (m_scanForEnemy) {
|
||||
m_scanForEnemy = false; // we just do 1 scan.
|
||||
nemesis = TunnelNetworkScan(owner);
|
||||
if (nemesis) {
|
||||
m_attackState->onExit(EXIT_RESET);
|
||||
m_attackState->getMachine()->setGoalObject(nemesis);
|
||||
if (tunnels) {
|
||||
tunnels->updateNemesis(nemesis);
|
||||
}
|
||||
StateReturnType returnVal = m_attackState->onEnter();
|
||||
return returnVal;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (nemesis != teamVictim && teamVictim != NULL) {
|
||||
tunnels->updateNemesis(nemesis);
|
||||
getGuardMachine()->setNemesisID(teamVictim->getID());
|
||||
}
|
||||
}
|
||||
return m_attackState->update();
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
void AITNGuardInnerState::onExit( StateExitType status )
|
||||
{
|
||||
if (m_attackState)
|
||||
{
|
||||
m_attackState->onExit(status);
|
||||
m_attackState->deleteInstance();
|
||||
m_attackState = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
//-- AITNGuardOuterState ----------------------------------------------------------------------------
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** CRC */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void AITNGuardOuterState::crc( Xfer *xfer )
|
||||
{
|
||||
} // end crc
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** Xfer Method */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void AITNGuardOuterState::xfer( Xfer *xfer )
|
||||
{
|
||||
// version
|
||||
XferVersion currentVersion = 1;
|
||||
XferVersion version = currentVersion;
|
||||
xfer->xferVersion( &version, currentVersion );
|
||||
|
||||
} // end xfer
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** Load post process */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void AITNGuardOuterState::loadPostProcess( void )
|
||||
{ AITNGuardOuterState
|
||||
onEnter();
|
||||
} // end loadPostProcess
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
StateReturnType AITNGuardOuterState::onEnter( void )
|
||||
{
|
||||
if (getGuardMachine()->getGuardMode() == GUARDMODE_GUARD_WITHOUT_PURSUIT)
|
||||
{
|
||||
// "patrol" mode does not follow targets outside the guard area.
|
||||
return STATE_SUCCESS;
|
||||
}
|
||||
|
||||
Object* nemesis = TheGameLogic->findObjectByID(getGuardMachine()->getNemesisID()) ;
|
||||
if (nemesis == NULL)
|
||||
{
|
||||
DEBUG_LOG(("Unexpected NULL nemesis in AITNGuardOuterState.\n"));
|
||||
return STATE_SUCCESS;
|
||||
}
|
||||
|
||||
m_exitConditions.m_attackGiveUpFrame = TheGameLogic->getFrame() + TheAI->getAiData()->m_guardChaseUnitFrames;
|
||||
m_attackState = newInstance(AIAttackState)(getMachine(), false, true, false, &m_exitConditions);
|
||||
m_attackState->getMachine()->setGoalObject(nemesis);
|
||||
|
||||
StateReturnType returnVal = m_attackState->onEnter();
|
||||
if (returnVal == STATE_CONTINUE) {
|
||||
return STATE_CONTINUE;
|
||||
}
|
||||
|
||||
// if we had no one to attack, we were successful, so go to the next state.
|
||||
return STATE_SUCCESS;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
StateReturnType AITNGuardOuterState::update( void )
|
||||
{
|
||||
Object *owner = getMachineOwner();
|
||||
Object* goalObj = m_attackState->getMachineGoalObject();
|
||||
if (goalObj)
|
||||
{
|
||||
} else {
|
||||
Object* nemesis = TheGameLogic->findObjectByID(getGuardMachine()->getNemesisID()) ;
|
||||
if (nemesis) {
|
||||
goalObj = nemesis;
|
||||
}
|
||||
// Check if team auto targets same victim.
|
||||
Object *teamVictim = NULL;
|
||||
if (goalObj == NULL && owner->getTeam()->getPrototype()->getTemplateInfo()->m_attackCommonTarget)
|
||||
{
|
||||
teamVictim = owner->getTeam()->getTeamTargetObject();
|
||||
if (teamVictim)
|
||||
{
|
||||
goalObj = teamVictim;
|
||||
}
|
||||
m_attackState->getMachine()->setGoalObject(goalObj);
|
||||
return m_attackState->onEnter();
|
||||
}
|
||||
}
|
||||
|
||||
return m_attackState->update();
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
void AITNGuardOuterState::onExit( StateExitType status )
|
||||
{
|
||||
if (m_attackState)
|
||||
{
|
||||
m_attackState->onExit(status);
|
||||
m_attackState->deleteInstance();
|
||||
m_attackState = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
//-- AITNGuardReturnState ----------------------------------------------------------------------------
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** CRC */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void AITNGuardReturnState::crc( Xfer *xfer )
|
||||
{
|
||||
AIEnterState::crc(xfer);
|
||||
} // end crc
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** Xfer Method */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void AITNGuardReturnState::xfer( Xfer *xfer )
|
||||
{
|
||||
// version
|
||||
XferVersion currentVersion = 1;
|
||||
XferVersion version = currentVersion;
|
||||
xfer->xferVersion( &version, currentVersion );
|
||||
|
||||
AIEnterState::xfer(xfer);
|
||||
|
||||
xfer->xferUnsignedInt(&m_nextReturnScanTime);
|
||||
} // end xfer
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** Load post process */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void AITNGuardReturnState::loadPostProcess( void )
|
||||
{
|
||||
AIEnterState::loadPostProcess();
|
||||
} // end loadPostProcess
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
StateReturnType AITNGuardReturnState::onEnter( void )
|
||||
{
|
||||
UnsignedInt now = TheGameLogic->getFrame();
|
||||
m_nextReturnScanTime = now + GameLogicRandomValue(0, TheAI->getAiData()->m_guardEnemyReturnScanRate);
|
||||
|
||||
// no, no, no, don't do this in onEnter, unless you like really slow maps. (srj)
|
||||
// if (getGuardMachine()->lookForInnerTarget())
|
||||
// return STATE_FAILURE; // early termination because we found a target.
|
||||
|
||||
// Find tunnel network to enter.
|
||||
// Scan my tunnels.
|
||||
Object *bestTunnel = findBestTunnel(getMachineOwner()->getControllingPlayer(), getMachineOwner()->getPosition());
|
||||
if (bestTunnel==NULL) return STATE_FAILURE;
|
||||
|
||||
getMachine()->setGoalObject(bestTunnel);
|
||||
getMachineOwner()->getAI()->friend_setGoalObject(bestTunnel);
|
||||
|
||||
return AIEnterState::onEnter();
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
StateReturnType AITNGuardReturnState::update( void )
|
||||
{
|
||||
Player *ownerPlayer = getMachineOwner()->getControllingPlayer();
|
||||
if (getMachineOwner()->getTeam()) {
|
||||
Object *teamVictim = getMachineOwner()->getTeam()->getTeamTargetObject();
|
||||
if (teamVictim) {
|
||||
getGuardMachine()->setNemesisID(teamVictim->getID());
|
||||
return STATE_FAILURE; // Fail to return goes to inner attack state.
|
||||
}
|
||||
}
|
||||
// Check tunnel for target.
|
||||
TunnelTracker *tunnels = NULL;
|
||||
if (ownerPlayer) {
|
||||
tunnels = ownerPlayer->getTunnelSystem();
|
||||
}
|
||||
|
||||
if (tunnels) {
|
||||
Object *nemesis = tunnels->getCurNemesis();
|
||||
if (nemesis) {
|
||||
// Check distance.
|
||||
//Coord3D dist;
|
||||
//Coord3D curPos;
|
||||
//dist.set()
|
||||
getGuardMachine()->setNemesisID(nemesis->getID());
|
||||
return STATE_FAILURE; // Fail to return goes to inner attack state.
|
||||
}
|
||||
}
|
||||
|
||||
// Just let the return movement finish.
|
||||
StateReturnType ret = AIEnterState::update();
|
||||
if (ret==STATE_CONTINUE) return STATE_CONTINUE;
|
||||
return STATE_SUCCESS;
|
||||
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
void AITNGuardReturnState::onExit( StateExitType status )
|
||||
{
|
||||
AIEnterState::onExit( status );
|
||||
}
|
||||
|
||||
//-- AITNGuardIdleState ----------------------------------------------------------------------------
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** CRC */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void AITNGuardIdleState::crc( Xfer *xfer )
|
||||
{
|
||||
} // end crc
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** Xfer Method */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void AITNGuardIdleState::xfer( Xfer *xfer )
|
||||
{
|
||||
// version
|
||||
XferVersion currentVersion = 1;
|
||||
XferVersion version = currentVersion;
|
||||
xfer->xferVersion( &version, currentVersion );
|
||||
|
||||
xfer->xferUnsignedInt(&m_nextEnemyScanTime);
|
||||
} // end xfer
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** Load post process */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void AITNGuardIdleState::loadPostProcess( void )
|
||||
{
|
||||
} // end loadPostProcess
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
StateReturnType AITNGuardIdleState::onEnter( void )
|
||||
{
|
||||
// first time thru, use a random amount so that everyone doesn't scan on the same frame,
|
||||
// to avoid "spikes".
|
||||
UnsignedInt now = TheGameLogic->getFrame();
|
||||
m_nextEnemyScanTime = now + GameLogicRandomValue(0, TheAI->getAiData()->m_guardEnemyScanRate);
|
||||
|
||||
getMachineOwner()->getAI()->friend_setGoalObject(NULL);
|
||||
return STATE_CONTINUE;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
StateReturnType AITNGuardIdleState::update( void )
|
||||
{
|
||||
//DEBUG_LOG(("AITNGuardIdleState frame %d: %08lx\n",TheGameLogic->getFrame(),getMachineOwner()));
|
||||
|
||||
UnsignedInt now = TheGameLogic->getFrame();
|
||||
if (now < m_nextEnemyScanTime)
|
||||
return STATE_SLEEP(m_nextEnemyScanTime - now);
|
||||
|
||||
m_nextEnemyScanTime = now + TheAI->getAiData()->m_guardEnemyScanRate;
|
||||
|
||||
getMachineOwner()->getAI()->friend_setGoalObject(NULL);
|
||||
|
||||
#ifdef STATE_MACHINE_DEBUG
|
||||
//getMachine()->setDebugOutput(true);
|
||||
#endif
|
||||
Object *owner = getMachineOwner();
|
||||
AIUpdateInterface *ai = owner->getAIUpdateInterface();
|
||||
// Check to see if we have created a crate we need to pick up.
|
||||
if (ai->getCrateID() != INVALID_ID)
|
||||
{
|
||||
getMachine()->setState(AI_TN_GUARD_GET_CRATE);
|
||||
return STATE_SLEEP(m_nextEnemyScanTime - now);
|
||||
}
|
||||
|
||||
// if anyone is in the inner area, return success.
|
||||
if (getGuardMachine()->lookForInnerTarget())
|
||||
{
|
||||
Object *nemesis = TheGameLogic->findObjectByID(getGuardMachine()->getNemesisID());
|
||||
if (nemesis == NULL)
|
||||
{
|
||||
DEBUG_LOG(("Unexpected NULL nemesis in AITNGuardAttackAggressorState.\n"));
|
||||
return STATE_SLEEP(0);
|
||||
}
|
||||
if (getMachineOwner()->getContainedBy()) {
|
||||
Object *bestTunnel = findBestTunnel(owner->getControllingPlayer(), nemesis->getPosition());
|
||||
ExitInterface* goalExitInterface = bestTunnel->getContain() ? bestTunnel->getContain()->getContainExitInterface() : NULL;
|
||||
if( goalExitInterface == NULL )
|
||||
return STATE_FAILURE;
|
||||
|
||||
if( goalExitInterface->isExitBusy() )
|
||||
return STATE_SLEEP(0);// Just wait a sec.
|
||||
goalExitInterface->exitObjectInAHurry(getMachineOwner());
|
||||
return STATE_SLEEP(0);
|
||||
}
|
||||
return STATE_SUCCESS; // Transitions to AITNGuardInnerState.
|
||||
}
|
||||
|
||||
if (!owner->getContainedBy() && findBestTunnel(owner->getControllingPlayer(), owner->getPosition())) {
|
||||
return STATE_FAILURE; // go to AITNGuardReturnState, & enter a tunnel.
|
||||
}
|
||||
|
||||
return STATE_SLEEP(m_nextEnemyScanTime - now);
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
void AITNGuardIdleState::onExit( StateExitType status )
|
||||
{
|
||||
}
|
||||
|
||||
//-- AITNGuardPickUpCrateState ----------------------------------------------------------------------
|
||||
//-------------------------------------------------------------------------------------------------
|
||||
AITNGuardPickUpCrateState::AITNGuardPickUpCrateState( StateMachine *machine ) : AIPickUpCrateState(machine)
|
||||
{
|
||||
#ifdef STATE_MACHINE_DEBUG
|
||||
setName("AITNGuardPickUpCrateState");
|
||||
#endif
|
||||
}
|
||||
//--------------------------------------------------------------------------------------
|
||||
StateReturnType AITNGuardPickUpCrateState::onEnter( void )
|
||||
{
|
||||
Object *owner = getMachineOwner();
|
||||
AIUpdateInterface *ai = owner->getAIUpdateInterface();
|
||||
|
||||
// Check to see if we have created a crate we need to pick up.
|
||||
Object* crate = ai->checkForCrateToPickup();
|
||||
if (crate)
|
||||
{
|
||||
getMachine()->setGoalObject(crate);
|
||||
return AIPickUpCrateState::onEnter();
|
||||
}
|
||||
|
||||
return STATE_SUCCESS; // no crate, so we're done.
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
StateReturnType AITNGuardPickUpCrateState::update( void )
|
||||
{
|
||||
return AIPickUpCrateState::update();
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
void AITNGuardPickUpCrateState::onExit( StateExitType status )
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
//-- AITNGuardAttackAggressorState ------------------------------------------------------------------
|
||||
//-------------------------------------------------------------------------------------------------
|
||||
AITNGuardAttackAggressorState::AITNGuardAttackAggressorState( StateMachine *machine ) :
|
||||
State( machine, "AITNGuardAttackAggressorState" )
|
||||
{
|
||||
m_attackState = NULL;
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------------------
|
||||
StateReturnType AITNGuardAttackAggressorState::onEnter( void )
|
||||
{
|
||||
Object *obj = getMachineOwner();
|
||||
ObjectID nemID = INVALID_ID;
|
||||
|
||||
if (obj->getBodyModule() && obj->getBodyModule()->getLastDamageInfo()->in.m_sourceID) {
|
||||
nemID = obj->getBodyModule()->getLastDamageInfo()->in.m_sourceID;
|
||||
getGuardMachine()->setNemesisID(nemID);
|
||||
|
||||
}
|
||||
|
||||
Object *nemesis = TheGameLogic->findObjectByID(getGuardMachine()->getNemesisID());
|
||||
if (nemesis == NULL)
|
||||
{
|
||||
DEBUG_LOG(("Unexpected NULL nemesis in AITNGuardAttackAggressorState.\n"));
|
||||
return STATE_SUCCESS;
|
||||
}
|
||||
|
||||
Player *ownerPlayer = getMachineOwner()->getControllingPlayer();
|
||||
TunnelTracker *tunnels = NULL;
|
||||
if (ownerPlayer) {
|
||||
tunnels = ownerPlayer->getTunnelSystem();
|
||||
}
|
||||
if (tunnels) tunnels->updateNemesis(nemesis);
|
||||
|
||||
m_exitConditions.m_attackGiveUpFrame = TheGameLogic->getFrame() + TheAI->getAiData()->m_guardChaseUnitFrames;
|
||||
m_attackState = newInstance(AIAttackState)(getMachine(), true, true, false, &m_exitConditions);
|
||||
m_attackState->getMachine()->setGoalObject(nemesis);
|
||||
|
||||
StateReturnType returnVal = m_attackState->onEnter();
|
||||
if (returnVal == STATE_CONTINUE) {
|
||||
return STATE_CONTINUE;
|
||||
}
|
||||
|
||||
// if we had no one to attack, we were successful, so go to the next state.
|
||||
return STATE_SUCCESS;
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------------------
|
||||
StateReturnType AITNGuardAttackAggressorState::update( void )
|
||||
{
|
||||
if (m_attackState->getMachine()->getCurrentStateID() == AttackStateMachine::FIRE_WEAPON) {
|
||||
Object *nemesis = TheGameLogic->findObjectByID(getGuardMachine()->getNemesisID());
|
||||
Player *ownerPlayer = getMachineOwner()->getControllingPlayer();
|
||||
TunnelTracker *tunnels = NULL;
|
||||
if (ownerPlayer) {
|
||||
tunnels = ownerPlayer->getTunnelSystem();
|
||||
}
|
||||
if (tunnels) tunnels->updateNemesis(nemesis);
|
||||
}
|
||||
return m_attackState->update();
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------------------
|
||||
void AITNGuardAttackAggressorState::onExit( StateExitType status )
|
||||
{
|
||||
Object *obj = getMachineOwner();
|
||||
if (m_attackState)
|
||||
{
|
||||
m_attackState->onExit(status);
|
||||
m_attackState->deleteInstance();
|
||||
m_attackState = NULL;
|
||||
}
|
||||
|
||||
if (obj->getTeam())
|
||||
{
|
||||
obj->getTeam()->setTeamTargetObject(NULL); // clear the target.
|
||||
}
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------------------
|
||||
void AITNGuardAttackAggressorState::crc( Xfer *xfer )
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------------------
|
||||
void AITNGuardAttackAggressorState::xfer( Xfer *xfer )
|
||||
{
|
||||
// version
|
||||
XferVersion currentVersion = 1;
|
||||
XferVersion version = currentVersion;
|
||||
xfer->xferVersion( &version, currentVersion );
|
||||
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------------------
|
||||
void AITNGuardAttackAggressorState::loadPostProcess()
|
||||
{
|
||||
onEnter();
|
||||
}
|
||||
|
271
Generals/Code/GameEngine/Source/GameLogic/AI/Squad.cpp
Normal file
271
Generals/Code/GameEngine/Source/GameLogic/AI/Squad.cpp
Normal file
|
@ -0,0 +1,271 @@
|
|||
/*
|
||||
** Command & Conquer Generals(tm)
|
||||
** Copyright 2025 Electronic Arts Inc.
|
||||
**
|
||||
** This program is free software: you can redistribute it and/or modify
|
||||
** it under the terms of the GNU General Public License as published by
|
||||
** the Free Software Foundation, either version 3 of the License, or
|
||||
** (at your option) any later version.
|
||||
**
|
||||
** This program is distributed in the hope that it will be useful,
|
||||
** but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
** GNU General Public License for more details.
|
||||
**
|
||||
** You should have received a copy of the GNU General Public License
|
||||
** along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// //
|
||||
// (c) 2001-2003 Electronic Arts Inc. //
|
||||
// //
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// FILE: Squad.cpp
|
||||
/*---------------------------------------------------------------------------*/
|
||||
/* EA Pacific */
|
||||
/* Confidential Information */
|
||||
/* Copyright (C) 2001 - All Rights Reserved */
|
||||
/* DO NOT DISTRIBUTE */
|
||||
/*---------------------------------------------------------------------------*/
|
||||
/* Project: RTS3 */
|
||||
/* File name: Squad.cpp */
|
||||
/* Created: John K. McDonald, Jr., 4/19/2002 */
|
||||
/* Desc: // @todo */
|
||||
/* Revision History: */
|
||||
/* 4/19/2002 : Initial creation */
|
||||
/*---------------------------------------------------------------------------*/
|
||||
#include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
|
||||
|
||||
#include "GameLogic/Squad.h"
|
||||
|
||||
#include "Common/GameState.h"
|
||||
#include "Common/Team.h"
|
||||
#include "Common/Xfer.h"
|
||||
|
||||
#include "GameLogic/AI.h"
|
||||
#include "GameLogic/GameLogic.h"
|
||||
#include "GameLogic/Object.h"
|
||||
|
||||
#ifdef _INTERNAL
|
||||
// for occasional debugging...
|
||||
//#pragma optimize("", off)
|
||||
//#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
|
||||
#endif
|
||||
|
||||
// addObject //////////////////////////////////////////////////////////////////////////////////////
|
||||
void Squad::addObject(Object *objectToAdd)
|
||||
{
|
||||
if (objectToAdd) {
|
||||
m_objectIDs.push_back(objectToAdd->getID());
|
||||
}
|
||||
}
|
||||
|
||||
// addObjectID ////////////////////////////////////////////////////////////////////////////////////
|
||||
void Squad::addObjectID(ObjectID objectID) {
|
||||
m_objectIDs.push_back(objectID);
|
||||
}
|
||||
|
||||
// removeObject ///////////////////////////////////////////////////////////////////////////////////
|
||||
void Squad::removeObject(Object *objectToRemove)
|
||||
{
|
||||
if (objectToRemove) {
|
||||
ObjectID objID;
|
||||
objID = objectToRemove->getID();
|
||||
VecObjectIDIt it = std::find(m_objectIDs.begin(), m_objectIDs.end(), objID);
|
||||
if (it != m_objectIDs.end()) {
|
||||
m_objectIDs.erase(it);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// clearSquad /////////////////////////////////////////////////////////////////////////////////////
|
||||
void Squad::clearSquad() {
|
||||
m_objectIDs.clear();
|
||||
m_objectsCached.clear();
|
||||
}
|
||||
|
||||
// getAllObjects //////////////////////////////////////////////////////////////////////////////////
|
||||
const VecObjectPtr& Squad::getAllObjects(void) // Not a const function cause we clear away dead object here too
|
||||
{
|
||||
// prunes all NULL objects
|
||||
m_objectsCached.clear();
|
||||
for (VecObjectIDIt it = m_objectIDs.begin(); it != m_objectIDs.end(); ) {
|
||||
Object *obj = TheGameLogic->findObjectByID(*it);
|
||||
if (obj) {
|
||||
m_objectsCached.push_back(obj);
|
||||
++it;
|
||||
} else {
|
||||
it = m_objectIDs.erase(it);
|
||||
}
|
||||
}
|
||||
|
||||
return m_objectsCached;
|
||||
}
|
||||
|
||||
// getLiveObjects /////////////////////////////////////////////////////////////////////////////////
|
||||
const VecObjectPtr& Squad::getLiveObjects(void)
|
||||
{
|
||||
// first get all the objects.
|
||||
// cheat, since we are a member function, and just use m_objectsCached
|
||||
getAllObjects();
|
||||
for (VecObjectPtrIt it = m_objectsCached.begin(); it != m_objectsCached.end(); ) {
|
||||
if (!(*it)->isSelectable()) {
|
||||
it = m_objectsCached.erase(it);
|
||||
} else {
|
||||
++it;
|
||||
}
|
||||
}
|
||||
|
||||
return m_objectsCached;
|
||||
}
|
||||
|
||||
// getSizeOfGroup /////////////////////////////////////////////////////////////////////////////////
|
||||
Int Squad::getSizeOfGroup(void) const
|
||||
{
|
||||
return m_objectIDs.size();
|
||||
}
|
||||
|
||||
// isOnSquad //////////////////////////////////////////////////////////////////////////////////////
|
||||
Bool Squad::isOnSquad(const Object *objToTest) const
|
||||
{
|
||||
// @todo need a faster way to do this. Perhaps a more efficient data structure?
|
||||
ObjectID objID = objToTest->getID();
|
||||
for (VecObjectID::const_iterator cit = m_objectIDs.begin(); cit != m_objectIDs.end(); ++cit) {
|
||||
if (objID == (*cit)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* There should never be a TeamFromSqaud as Teams are entirely a construct to work with the AI.
|
||||
* Since things can only be on one Team at a time, creating a Team from an arbitrary Squad will
|
||||
* cause weird, difficult to reproduce bugs. Please don't do it.
|
||||
*/
|
||||
|
||||
// squadFromTeam //////////////////////////////////////////////////////////////////////////////////
|
||||
void Squad::squadFromTeam(const Team* fromTeam, Bool clearSquadFirst)
|
||||
{
|
||||
if (!fromTeam) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (clearSquadFirst) {
|
||||
m_objectIDs.clear();
|
||||
}
|
||||
|
||||
for (DLINK_ITERATOR<Object> iter = fromTeam->iterate_TeamMemberList(); !iter.done(); iter.advance()) {
|
||||
Object *obj = iter.cur();
|
||||
m_objectIDs.push_back(obj->getID());
|
||||
}
|
||||
}
|
||||
|
||||
// squadFromAIGroup ///////////////////////////////////////////////////////////////////////////////
|
||||
void Squad::squadFromAIGroup(const AIGroup* fromAIGroup, Bool clearSquadFirst)
|
||||
{
|
||||
if (!fromAIGroup) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (clearSquadFirst) {
|
||||
m_objectIDs.clear();
|
||||
}
|
||||
|
||||
m_objectIDs = fromAIGroup->getAllIDs();
|
||||
}
|
||||
|
||||
// aiGroupFromSquad ///////////////////////////////////////////////////////////////////////////////
|
||||
void Squad::aiGroupFromSquad(AIGroup* aiGroupToFill)
|
||||
{
|
||||
if (!aiGroupToFill) {
|
||||
return;
|
||||
}
|
||||
|
||||
// cheat, since we are a member function, and just use m_objectsCached
|
||||
getLiveObjects();
|
||||
for (VecObjectPtr::iterator it = m_objectsCached.begin(); it != m_objectsCached.end(); ++it) {
|
||||
aiGroupToFill->add((*it));
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** CRC */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void Squad::crc( Xfer *xfer )
|
||||
{
|
||||
|
||||
} // end crc
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** Xfer method
|
||||
* Version Info:
|
||||
* 1: Initial version */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void Squad::xfer( Xfer *xfer )
|
||||
{
|
||||
|
||||
// version
|
||||
XferVersion currentVersion = 1;
|
||||
XferVersion version = currentVersion;
|
||||
xfer->xferVersion( &version, currentVersion );
|
||||
|
||||
// length of object ID list
|
||||
UnsignedShort objectCount = m_objectIDs.size();
|
||||
xfer->xferUnsignedShort( &objectCount );
|
||||
|
||||
// object id elements
|
||||
ObjectID objectID;
|
||||
if( xfer->getXferMode() == XFER_SAVE )
|
||||
{
|
||||
|
||||
// save each object id
|
||||
VecObjectIDIt it;
|
||||
for( it = m_objectIDs.begin(); it != m_objectIDs.end(); ++it )
|
||||
{
|
||||
|
||||
// save object ID
|
||||
objectID = *it;
|
||||
xfer->xferObjectID( &objectID );
|
||||
|
||||
} // end for, it
|
||||
|
||||
} // end if, save
|
||||
else
|
||||
{
|
||||
|
||||
// the cached objects list should be empty
|
||||
if( m_objectsCached.size() != 0 )
|
||||
{
|
||||
|
||||
DEBUG_CRASH(( "Squad::xfer - m_objectsCached should be emtpy, but is not\n" ));
|
||||
throw SC_INVALID_DATA;
|
||||
|
||||
} // end of
|
||||
|
||||
// read all items
|
||||
for( UnsignedShort i = 0; i < objectCount; ++i )
|
||||
{
|
||||
|
||||
// read id
|
||||
xfer->xferObjectID( &objectID );
|
||||
|
||||
// put on list
|
||||
m_objectIDs.push_back( objectID );
|
||||
|
||||
} // end for, i
|
||||
|
||||
} // end else, load
|
||||
|
||||
} // end xfer
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** Load post process */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void Squad::loadPostProcess( void )
|
||||
{
|
||||
|
||||
} // end loadPostProcess
|
1441
Generals/Code/GameEngine/Source/GameLogic/AI/TurretAI.cpp
Normal file
1441
Generals/Code/GameEngine/Source/GameLogic/AI/TurretAI.cpp
Normal file
File diff suppressed because it is too large
Load diff
Reference in a new issue